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  Detail Texturing for Terrain Renderers  (Read 695 times)
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Offline cylab

JGO Ninja


Medals: 55



« Posted 2005-11-20 00:00:37 »

Hello there

I don't know, where to post this sort of discussion, since there is no technology subboard on JGO :/

I am currenty developing a Terrain-Renderer for fun Wink Right now, I have a Geomipmap terrain with a base texture. The next step would be to introduce detail texturing, but I don't want to use the "birds view" texturing. My goal is to use different detail-textures based on height and slope as everyone else, but to use the faces normal vector for generating texture coordinates.

This is where my problem start Wink How can archive continuous seemless texturing, if the base of the texture projection (the normal) changes for every vertex. My first idea was to skip the normal altogether, generate a seemless cube map for the different materials using the x, y and z coordinates of the terrain to rotate lookup vectors of the cube map.

Has anyone a better idea or pointers to documents describing such things?
Is there a tool out there, that can be used to generate my desired material cube maps more easily?

Any thoughts are welcome!

    Cylab

Mathias - I Know What [you] Did Last Summer!
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