Terrain Texturing
Blitz3D Forums/Blitz3D Programming/Terrain Texturing
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Is there a way to access an individual Tris of a Terrain to texture it? All the examples show texturing a terrain using one texture for the whole Terrain. |
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You can't, because terrains add and remove triangles on the fly to optimize poly count for each frame. This optimization process is actually fairly slow, and can take quite a few precious milliseconds of time each frame. I've found that I'm always better off finding a different way to do landscapes. |
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It sounds like a better method would be to create a tile system made up of meshes. I suppose creating a landscape as one large mesh creates the same problems, trying to texture it. But using mesh tiles of a certain size and then maybe lower poly meshes as the scene gets farther away. But this brings up another question: If I did make a scene out of one large mesh. Can an individual tris of a mesh be textured. |
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Abba: I sell a terrain system which does just that. Large tile meshes each which can have a unique texture with a unique rotation, plus support for a lightmap that is stretched over the entire terrain. See my sig for details. "But this brings up another question: If I did make a scene out of one large mesh. Can an individual tris of a mesh be textured." A single mesh can contain many surfaces. Each surface can contain many triangles and vertices. But each surface can only have one texture. So to have multiple textures in a single mesh you need multiple surfaces. The advantage of having multiple meshes in a terrain is then only that you can hide large numbers of polygons quickly. But reducing the numebr of surfaces is a lot more important than hiding polygons. A lot of surfaces will slow your game down a lot more than a lot of polygons. So always try to minimize surface count. You can do this on a terrain by making the tiles as large as possible, with as many polygons as possible, and by using only one texture per tile. |