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tutorials:l3dt:tx_res [2013/08/22 00:09] 127.0.0.1 external edit |
tutorials:l3dt:tx_res [2017/08/31 05:00] (current) |
| ===== 3. Use texture splatting ===== | | ===== 3. Use texture splatting ===== |
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- | In texture splatting, the texture for each fragment of terrain is blended together per-frame by the GPU from a set of small base textures (e.g. grass, rock, sand, etc.), using a set of masking images or 'alpha maps'. As with detail maps (discussed above), these base textures are tiled and repeated over the terrain surface. Thus, the apparent detail achieved by texture splatting depends on the area covered by each repeating tile, which can be as small as you like, and thus as highly detailed as you like. This approach is used by most modern game engines for rendering terrain. | + | In texture splatting, the texture for each fragment of terrain is blended together per-frame by the GPU from a set of small base textures (e.g. grass, rock, sand, etc.), using a set of masking images or 'alpha maps'. As with detail maps (discussed above), these base textures are tiled and repeated over the terrain surface. Thus, the apparent detail achieved by texture splatting depends on the area covered by each repeating tile, which can be as small as you like, and thus as highly detailed as you like. This approach is used by many modern game engines for rendering terrain. |
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| The example screenshot below was provided by [[user>sergeymak]] in [[http://www.bundysoft.com/phpBB2/viewtopic.php?t=915|this forum thread]] using his [[http://www.megaterrain.com|MegaTerrain]] engine, which performs texture splatting using masks generated from L3DT's [[bundydocs>l3dt:reference:maps:am|attributes map]]: | | The example screenshot below was provided by [[user>sergeymak]] in [[http://www.bundysoft.com/phpBB2/viewtopic.php?t=915|this forum thread]] using his [[http://www.megaterrain.com|MegaTerrain]] engine, which performs texture splatting using masks generated from L3DT's [[bundydocs>l3dt:reference:maps:am|attributes map]]: |