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.
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.
