Re: [Algorithms] terrain texturing
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From: Timo H. <Tim...@gm...> - 2001-01-15 20:32:28
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Hi Charles ! Monday, 15. Januar 2001, you wrote: > First of all, to the original poster (Timo), if your target > is high-end (GeForce2, XBox) you could use the "splatting" > technique ("compositing influence regions in the frame buffer") > which I describe at www.cbloom.com/3d/ > It's similar to John's (and others') techniques in many ways, > though as John knows, the greatness is in the details. Splatting > lets you composite many close detail maps of any configuration; > the cost is higher memory usage and many passes (no problem for > XBox; GF2 can get overloaded). [SNIP] sorry, my target isn't geforce2+. I think i will use unique texturing. each texture is generated on-the-fly in software when needed. Then i'll add some detailmap to increase the detail around the camera. These techniques you and John descibe are very interesting but not suited for my needs. Which terrain-algo would you choose when targetting systems with tnt1 or better? Algos that come into my mind: a) split-only-roam b) quadtree c) terrain mip-mapping (also kewl for geforce) what do you think about c) ? I only read the paper and saw one implementation which suffers from heavy popping, but a) and b) seem to be hardware-unfriendly and cpu-dependant. Thanks, Timo -- Timo Heister E-mail: Tim...@gm... |