Jake
2004.09.19, 12:05 PM
I'm not very happy with my uDevGames terrain engine right now, the LOD and terrain itself look great, but the texturing is pretty bad. At first I just tiled different tiles like in GL Golf, and then I moved to a big 1024x1024 texture to stretch over the entire map with a detail texture, and again that looks bad.
What I want to do is use 2-4 texture units to blend my tiles together, which are based off of height and slope. Here are my options
1. Use only two textures to blend together and use my vertex lighting. Fast
2. Use 3 textures, a light map, and my two tiles
I am leaning towards 1 right now because geforce 2 cards only have 2 texture units.
Now first I am going to fix all the rough edges in GL Golf with the tile blending to figure out how to do this, but I am confused on how to do this fast. Right now I am using glBegin(GL_TRIANGLSE) 5 times, one for each texture type. Is there a way to keep this method, or am I going to have to switch to vertex arrays (which will be much faster anyways).
Now lets just assume I am using vertex arrays, how would I do that, would I need an array for each texture, then each T1-T2,T1-T3, ect mixture? And does anyone have a small snippet of code that blends two textures together with weighted vertexes I can see please?
Thanks for the help in advance
What I want to do is use 2-4 texture units to blend my tiles together, which are based off of height and slope. Here are my options
1. Use only two textures to blend together and use my vertex lighting. Fast
2. Use 3 textures, a light map, and my two tiles
I am leaning towards 1 right now because geforce 2 cards only have 2 texture units.
Now first I am going to fix all the rough edges in GL Golf with the tile blending to figure out how to do this, but I am confused on how to do this fast. Right now I am using glBegin(GL_TRIANGLSE) 5 times, one for each texture type. Is there a way to keep this method, or am I going to have to switch to vertex arrays (which will be much faster anyways).
Now lets just assume I am using vertex arrays, how would I do that, would I need an array for each texture, then each T1-T2,T1-T3, ect mixture? And does anyone have a small snippet of code that blends two textures together with weighted vertexes I can see please?
Thanks for the help in advance