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  Couple of questions on Texturing 2D terrain.  (Read 2672 times)
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Offline Harley Rana

Junior Devvie

Java games rock!

« Posted 2003-03-24 23:48:30 »

Hey another terrain question!  This ones for the 2D rts
Theres a bunch of questions i need to clear up on texturing. Smiley

The general question is what is the best way to texture the large flat landscape?   The two main ways are basic tiled approch, or one large texture with a detail texture.

More specific question regarding display lists and multitextuing.
Is there any benifit using multi texturing if your compiling into a display list?
Trying to create tiles of the landscape, drawing a section with multitexturing into display lists.  But when i call the lists, there a weird pattern in the tiles, some are out of order, or stetched.
(only offending parts) Smiley

When im drawing in interpreted mode, it looks cool if you don't mind the repeating detail texture.  To make it more interesting i could draw rock and grass patterns.   How should i draw the extra detail in the terrain?  TEXTURE2_ARB ,or go back to TEXTURE0_ARB ?

On gljournal's extension data base multitexturing has support for some old chips, and it was incororated into gl 1.2.1.  So can i assume that its going to work on most cards?  What is the normal number of texture units available / should i use?

Still just playing around with the multitextured terrain, to see the difference between tiles.
If i do use tiles im thinking of having a base texture, detail texture for transitions or just extra details like grass spots, and color index for each point in the terrain grid.  Does that sound right?

If your still here, thanks for your patience Cheesy
Obviously these are basic questions, but where better to learn!   Thanks for any help or suggestions.  Smiley
Offline Orangy Tang

JGO Kernel

Medals: 57
Projects: 11

Monkey for a head

« Reply #1 - Posted 2003-03-25 06:14:02 »

Texture splatting is pretty nice:

For best results you'll have to abuse multitexturing as much as possible. Just be careful that you can do the same effect on limited hardware,  TEXTURE2_ARB won't be avalible on alot of cards (GeForce3 and up i think, prior to that almost every card from the voodoo2 to the GeForce2 only has two multitexture units). You'll have to query GL at runtime and decide which rendering 'path' to follow.

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