I''m working on a landscape engine that uses height maps, and I''ve decided there are two ways to do the textures:
1) One large texture covering the whole landscape, easy to do, but very poor detail.
2) Tile the textures, much better detail.
But the problem I''m having is when using method 2, how do I create the vertices, with method 1 I would just have the landscape as 1 long triangle strip, but with method 2 would I need to set several texture coordinates to each vertex, and thus have to create lots more vertices (BTW I''m using D3D)
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Freeride Designs
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Landscape Textures
In D3D7 you can use multiple texture coordinates in one vertex(uses more memory anyway). You just have to set your own vertex format with the amount of texture coordinates you need.
e.g
struct Tex3Vertex
{
float x,y,z;
float tu,tv,tu2,tv2,tu3,tv3;
}
just an example.
The last truth is that there is no magic(Feist)
e.g
struct Tex3Vertex
{
float x,y,z;
float tu,tv,tu2,tv2,tu3,tv3;
}
just an example.
The last truth is that there is no magic(Feist)
The last truth is that there is no magic(Feist)
Check out my game demo at this link:
RaptorEntertainment
I have used a different method.the textures are created at run time for the patch that is visible.
Edited by - Raptor on July 23, 2000 5:36:17 AM
RaptorEntertainment
I have used a different method.the textures are created at run time for the patch that is visible.
Edited by - Raptor on July 23, 2000 5:36:17 AM
This topic is closed to new replies.
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