Hello,
I wanted to know how I can use multiple detail maps for terrian rendering, for exaple one for roads, and one for grass, dirt,...?
Thanks.
Multiple detail maps for terrian rendering
I am looking to do something similar. I want to use a tile based approach to the terrain with each tile type representing a different terrain type. This will allow me to make an editor simple as well as making path finding etc easier. However I do not want the tile edges to be obvious, i.e. I want the edges of different terrain types to bleed or merge together.
The approach I am looking at is generating a single large BMP from a tile based map at startup and using this. The idea being that this can take as long as it likes to be generated and once done should work nice and fast.
Is this idea reasonable, practical etc?
The approach I am looking at is generating a single large BMP from a tile based map at startup and using this. The idea being that this can take as long as it likes to be generated and once done should work nice and fast.
Is this idea reasonable, practical etc?
Nope, you 'd end up with a potentially huge texture and still get no adequate detail (depending on your terrain's size).MindGames wrote:The approach I am looking at is generating a single large BMP from a tile based map at startup and using this. The idea being that this can take as long as it likes to be generated and once done should work nice and fast.
Is this idea reasonable, practical etc?
What I 've done with 0.14, is I fixed a bug (or missing functionality better) regarding GLSL shaders, increased the max textures to 8 (4 would be ok too) and used a simple shader that does what's needed. If only the terrain scene node rendering was faster with opengl...
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