I don't see this in L3DT.
I'm using TSE and it supports huge textures.
Once I've rendered a huge terrain with mosaics, I neet to combine the mosaics into one texture.
Does L3DT do this? Or do I need to write a tool to combine them?
Combining Texture Mosaics
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Combining Texture MosaicsI don't see this in L3DT.
I'm using TSE and it supports huge textures. Once I've rendered a huge terrain with mosaics, I neet to combine the mosaics into one texture. Does L3DT do this? Or do I need to write a tool to combine them?
In The GarageI just read in another thread that L3DT will probably be exporting directly to Atlas.
That'll be a huge leap forward and will make my question obsolete.
And the final answer is!.....The Noob has learned a bit more. Specifically Atlas supports mosaic textures.
atlasGenerateTextureTOCFromTiles(32, "./4kmOutTilesA/Aerial_B11E14_x%d_y%d", "./aerial_B11E14.atlas", "PNG"); Now I'm wondering how long the chunking is going to take to finish from the hightmap...
Hi Jack,
Sorry for the sluggish reply. Yup, the 'atlasGenerateTextureTOCFromTiles' is currently the best way to convert large mosaic textures into atlas files. There is also a plugin on the way that will do the whole box and dice for you (heightfield, texture, light map, etc into the one atlas file.) Otherwise, you can combine a mosaic texture using the 'operations->active map->combine mosaic' option (you have to be viewing the texture, so use 'view->show map->texture map'.) The other way is to do 'file->export active map' and un-check the 'split map into tiles' option. Whichever way you do this here, there is a strong potential for running out of RAM, as to combine a mosaic requires all the map to be loaded in RAM, and then to save the image requires a second map buffer to be allocated (at least in the current image plugin.) For large maps, this is a no-go. The Atlas converter, and the up-coming plugin, avoid this limitation because Atlas does the same sort of tiling as the mosaic system (actually, it's a bit fancier), and never holds the whole map in RAM. Cheers, Aaron.
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