|
kurt miller's homepage
( My development journal and homepage has moved to a new system here: kurtm.flipcode.com ) |
|||
I finally got around to working on the terrain stuff I started the other night. I added auto-texture generation for the terrain meshes. The editor interface provides a slider bar where the user can specify the reference texture to use at different height ranges. During the generation process, the textures are simply weighted (based on height) and blended together. Its similiar to the approaches described here and here. Here are some screenshots of results: ![]() The big problem that creeps up in general with terrain texturing is texture resolution. Since the texture isn't tiled when you do it this way, unless its a relatively huge texture, the stretched look is pretty ugly when viewing the surface up close. On the other hand, tiling the texture yields freaky unnatural looking terrain. There are a number of ways to address the resolution problem for larger terrains, such as using detail textures for up-close viewing-- perhaps even generated on the fly, or using techniques like texture splatting. I'll likely fool around with both at some point. I also set up a little junkyard page where I'll be uploading random screenshots of stuff, since I tend to snap tons of them while working. Some higher res pictures of the terrain stuff can be found in there now. |
|||
| Site Contents Copyright (c) 2002-2004 Kurt Miller. Please do not reprint this jibberish anywhere. |