Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Page 1 of 2 12 LastLast
Results 1 to 10 of 16

Thread: Terrain Thoughts

  1. #1
    Intern Contributor
    Join Date
    Jul 2000
    Posts
    57

    Terrain Thoughts

    I've been working on a terrain editor, and figured I need some realistic texturing. Not just plain 1 texture. I can do this by

    A) Blending
    B) Creating millions of texture maps

    What should I do ? And are there any better ways to do it ? Thanx !

    --> Divide Overflow

    "An intellectual is a man who says a simple thing in a difficult way; an artist is a man who says a difficult thing in a simple way."

  2. #2
    Junior Member Regular Contributor
    Join Date
    Jun 2000
    Location
    Bucharest, Romania
    Posts
    113

    Re: Terrain Thoughts

    Man, I'm doing the terrain of my game just now so I'm willing to exchange any idea or code about terrain. Anyway if you want some textures I thought this way: open myth2 and caputre an screen with an plain terrain and get from there the texture . SO you have the texture you need...
    If you have any link for representing of the terrain please post it (or any ideea)

    NewROmancer

  3. #3
    Junior Member Regular Contributor
    Join Date
    Jun 2000
    Location
    Bucharest, Romania
    Posts
    113

    Re: Terrain Thoughts

    I figured it this way: you make an texture that you put on all the triangles of the terrain. So you have in the memory only one texture and you blend it (maybe...). Or you can make a little texture (as big as your terrain unit (the smallest triangle possible) and you put on greater triangles not by stertching but one texture near the other). If you're not satisfied you create 2-5 textures for the terrain and display them after an algorithm. Or you can combine the methods Here the imagination is your limit.

    NewROmancer

  4. #4
    Junior Member Regular Contributor Roderic (Ingenu)'s Avatar
    Join Date
    Mar 2000
    Location
    Horsham, West Sussex, UK.
    Posts
    161

    Re: Terrain Thoughts

    I suggest you take a look @ the OutCast technic.
    http://www.appeal.be/products/page1/...cast_gdc_1.htm
    -* So many things to do, so little time to spend. *-

  5. #5
    Senior Member OpenGL Guru zed's Avatar
    Join Date
    Jul 2000
    Location
    S41.16.25 E173.16.21
    Posts
    2,609

    Re: Terrain Thoughts

    ive been trying to do this for quite a while but as of yet haven't been able to find a satisfactory way. what i want to do is like the original poster is take 2 textures eg grass(tex1) + dirt(tex2) and blend them together at runtime using a third greyscale texture as a guide of how much of the dirt will be shown ontop the grass. i hope that's plain enuf.
    ive tried various methods of multitexture but no luck.
    im thinking the only/best method is being able to dynamically altering one of the textures alpha values so i know how much of that texture to show. but how can i do this quickly. cheers zed

  6. #6
    Senior Member OpenGL Guru
    Join Date
    Feb 2000
    Location
    Sweden
    Posts
    3,115

    Re: Terrain Thoughts

    Just wanted to give you a tip. I made a small terrain engine (nothing big, just for testing purpose), and I made a quite nice discovery.

    First, I had a 128x128 texture, which i tiled all over the landscape. As far as I understand, this is not what you want to do. Well, I wanted something better aswell. SO I created a huge (1024x1024) texture which I mapped over the entire landcape, without tiles. And I was amazed by the increase of speed I got. I nearly doubled the framerate by just doing this. And I could make all kind of terrains I wanted, wherever I wanted. If I wanted a small road somewhere, I just pained one. Ofcourse, it's not that easy to alter the texture in realtime. Maybe this is an option too?

  7. #7
    Senior Member OpenGL Guru zed's Avatar
    Join Date
    Jul 2000
    Location
    S41.16.25 E173.16.21
    Posts
    2,609

    Re: Terrain Thoughts

    not really an option mate it just looks so washed out. 256x256 at 4 quads is ok but 1024x1024 at 16384? quads it aint a texture anymore just a blur? of colours

  8. #8
    Intern Contributor
    Join Date
    Jul 2000
    Posts
    57

    Re: Terrain Thoughts

    Wow, some replies
    I'm trying to do the same as Zed, and I figured m8be Lionhead Studios could help. They created this new game and said there wasn't a single texture the same in the whole terrain. Can't wait till they reply... sorta

    --> Divide Overflow

    "After showing your first fire demo in 4k, and ask for comment, they say 'Gee... nice starfield'"

  9. #9
    Senior Member OpenGL Guru
    Join Date
    Feb 2000
    Location
    Sweden
    Posts
    3,115

    Re: Terrain Thoughts

    zed: Well, my terrain wasn't that large (overall size that is). But you are right, the texels looked abit blury, but it wasn't THAT ugly. You could very well accept it if manage to get the texture correct (apply a noice function, so you can distinguish each texel for example). I offered some visual quality, but gained alot of speed.

  10. #10
    Intern Contributor
    Join Date
    Jun 2000
    Location
    Rostov-on-Don,Russia
    Posts
    51

    Re: Terrain Thoughts

    You may consider using detail textures to improve the look ( 2nd pass ).
    Aristarkh Zagorodnikov aka onyXMaster
    ICQ 36987938

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •