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Posted: Sun Feb 15, 2009 9:22 pm
by Pyritie
bitplane wrote:The best way to do an advanced terrain is a completely custom solution that doesn't work in general cases. A custom editor, file format, custom vertex format, a node that prepares the data and shaders that render it using specially prepared data like 3D textures with manually edited mipmaps. This would be a very big job and would mean modifying Irrlicht too.
D:

Posted: Mon Feb 16, 2009 12:39 am
by BlindSide
Pyritie wrote:Also BlindSide your image link is broken.
No it's not.

Posted: Mon Feb 16, 2009 8:18 am
by Pyritie
Hm, now it's working. :o

Posted: Mon Feb 16, 2009 8:44 am
by arras
Ugly borders can be solved by creating own mipmaps. Hybrid already promised some interface for accessing mipmaps directly from Irrlicht will be incorporated in to some future release. Until then, only solution is to turn off mimpaps or setting texture tile offset as Nadro suggested. Both doesn't really solve problem satisfactory.

Posted: Mon Feb 16, 2009 9:20 am
by BlindSide
Yes there is an NVidia tool that generates mipmaps for atlas textures. Hopefully when the user mipmaps feature is implemented we will start to see some progress.

I managed to get rid of the white borders myself though by using Arras's terrain and setting all the texcoords in the range [0,1], that way I don't have to worry about "fract()" (Except for the bilinear filtering).

Heres one without the white grid:

Image


But you can still see some artifacts far away between texture boundarys.

Posted: Mon Feb 16, 2009 11:53 am
by arras
and setting all the texcoords in the range [0,1]
But that means you do not use texture atlas ...do you?

Also I see lighting is on on that screenshot ...how do you manage light in your shader ...some constant number and type of lights?