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View Full Version : How to make Textures look like as in Serios Sam Test or SOF



null
11-06-2000, 01:24 PM
Could Anybody explain me how to make textures to look so (as tey are in solder of fortune & serios Sam test) when I'm looking at a textured wall from a very close range.

Is it done with mipmaping or just
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, And Somethig here?);


thaks for help.

richardve
11-07-2000, 10:18 PM
They're using detail textures.

There's an extension for OGL but it's not available for consumer cards.

more:
http://www.sgi.com/software/opengl/advanced98/notes/node64.html
http://www.vterrain.org/Textures/ground_textures.html

Nicolas Lelong
11-07-2000, 11:55 PM
Hi,

I like very much the detail texture principle. I searched the web for implementations not using the GL extension ; but except the links you mentionned I did not find anything. So I finally came up with my own implementation.

I was wandering what kind of implementations exist ?!

For the piece of code I have :
- the geometry is drawn one more time with detail texture modulating the already drawn part,
- the detail texture coordinates are generated using the TextureMatrix to scale to objects original texture coordinates (by a value related to the original texture size in pixels)
- my detail textures are tweaked to have an alpha value, which allows me to fade the detail texture when it becomes too small & to use alpha testing : the different mipmaps of my detail textures have decreasing alpha values.

Yep.