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targon
09-29-2003, 02:41 PM
Good time of day, everyone.
I'm currently puzzled about method suitable for texturing the large-scale, quite complicated terrain (here "large" means something as big as 10x10 km) for use in the game. Of course, simple planar mapping results in completely improper spatial resolution while tiled mapping (decomposition of large texture into several smaller ones) may bring 3D card texture memory to the kneels.
So the question is: that is the proper method to deal with such a problem and is there some good pointer about it.
(Yes, I've read Mark Peasley's article on gamasutra, but I fear it's hardly suitable for the a) rough terrain and b) optimized methods like ROAM).

Regards.

credmond
09-30-2003, 01:36 AM
to put everything real simply, one way to tackle this problem would be something like a quadtree algorithm that takes a huge dataset of image-based heightfields and terrain overlays and breaks them down into manageable chunks stored on disk and grabs the appropriate image at the appropriate resolution at the right time depending on the position and frustrum of the camera

the practical benefit is straightforward. Even though you might have a huge amount of terrain data, you only need to see a bit of it at a time and at varying resolutions. The quadtree algorithm scales the data, and some data manager algorithm would fetch what you need at a given time.

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