Texture splatting
Blitz3D Forums/Blitz3D Programming/Texture splatting
| ||
I am adding terrain to my editor's .b3d exporter. What settings are used for texture splatting in Blitz3D? I have an alpha map and a texture. I am going to render each layer in a separate pass. |
| ||
Someone demo'ed this recently - I've never downloaded anything from it - I just remember the thread - not sure if there is anything of use in there but there are downloads: http://www.blitzbasic.com/Community/posts.php?topic=52663 EDIT: I believe that "Noel Cower" has now implemented it - he did query it a year ago: http://www.blitzbasic.com/Community/posts.php?topic=37772 |
| ||
Looks like the "insaner" demo uses it. |
| ||
Can't do texture splatting in Blitz3D. Don't bother. |
| ||
Can you elaborate? I'm not having much luck with it. I guess I will just go with vertex alpha. That's easier to handle, anyways. |
| ||
The problem is that you need to be able to specify the alpha source for the splatted textures (the idea is you generate low-res 1-channel textures [masks] and have a single texture you bind and then use that mask as the alpha source), which the only workaround in Blitz3D is to have dozens upon dozens of textures (one per quad) or have one gigantic blended texture, which would be insane due to the memory requirements (and lack of texture compression). So, in short, it's not doable due to level of control Blitz3D gives you over the D3D state. The only option for blending textures in a method similar to splatting is vertex alpha. |