Multiple detail maps for terrian rendering

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Mahdi Jeddi

Multiple detail maps for terrian rendering

Post by Mahdi Jeddi »

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.
Guest

Post by Guest »

no you have to do it yourself (and dont think of that if you have no exp in game programming.. dont know you)
Spintz
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Post by Spintz »

either multi-pass rendering, or you need to add support for more than 2 textures
Image
genesys
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Post by genesys »

add support for more than 2 textures (some variables in the irrlicht.dll)
and then use shaders :)
MindGames
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Joined: Sat Jul 16, 2005 2:02 am

Post by MindGames »

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?
mandrav
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Post by mandrav »

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?
Nope, you 'd end up with a potentially huge texture and still get no adequate detail (depending on your terrain's size).

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...
Eternl Knight
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Joined: Tue Nov 01, 2005 5:01 am

Post by Eternl Knight »

Well, Spintz has been working on VBO's in OpenGL and apparently they work better than their equivalent in DirectX (for terrain at least). Look out for his next release if you can wait for it.

--EK
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