dont mind if I show off my landscape here?
that looks pretty good - i have moved onto texture splatting now, once i finish with multi-texturing my terrain, i will re-post also
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seems i have broken something, i can't understand why this is happening, my code for loading raw heightmaps is as follows:
I have not changed anything since last night regarding heightmaps, but today it is doing some weird sheeatCode:SetLength(vertices, F_Vertices); iVertices := 0; AssignFile(f, filename); Reset(f, 1); // Loop across and up for iy := 0 to F_VertsY-1 do begin for ix := 0 to F_VertsX-1 do begin BlockRead(f, height, 1); // Create the verts vertices[iVertices].x := (ix*tScale); vertices[iVertices].y := height*tHeight; vertices[iVertices].z := (iy*tScale); vertices[iVertices].u := ix; vertices[iVertices].v := iy; Inc(iVertices); end; end; CloseFile(f);
screenshot >
any ideas?
Never mind, seems my heightmap was corrupt
new screenshot >
Last edited by Colin; 01-04-2012 at 01:19 PM. Reason: My Mistake
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looks much better than the first version
how are you doing the texture blending? (vertex mask? texture mask? do you use layers or blend the textures in a single pass?)
I am using 1 alphamap + 3 textures in a single pass via hlsl, i plan to add a 2 pass version to support more textures.... however i was also considering fitting more than 1 texture into a loaded texture file and messing around with u,v coords to have many textures in a single pass.
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do you have any plans for adding the bump mapping? that will double the number of texture slots you will need which makes a single pass blending a bit less attractive.
after some planning i have decided i will most likely add a render stage system, allowing for multiple effect files for each stage, so i can have texture/diffuse, bump, lighting per stage.
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