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Luuk van Venrooij
18-11-2009, 10:48 PM
Hi All,

Currently I`m implementing terrain rendering at work. I have lots of experience with terrain texturing when it comes to shaders but none with old school stuff. Since our games need to run on hardware of +- 7 years old I can`t use shaders:(. So I did some research and wrote this proof of concept demo. It textures the terrain using multible passes with alpha blending. Basicly the same as quake 3 and unreal engine 2 do it. Lighting is vertex based and is done with an extra mult pass. You can have as many layers as desired. It could probebly be optimised with some multi-texture stuff.

Controls:
Mouse + WASD for movement
F1 for wireframe
See settings.ini to set the low detail terrain.

Screen:
http://img33.imageshack.us/img33/8917/testoe.th.jpg (http://img33.imageshack.us/i/testoe.jpg/)

Download
http://www.genesisdevice.net/downloads/terraintexturing.zip

Source like always is GLPL.

Greetz,

Luuk

dazappa
19-11-2009, 12:21 AM
Looks very nice and runs smooth on my computer ;) I was always wondering how to do this without shaders... I'll definitely be poking around that source sometime ;)

Luuk van Venrooij
19-11-2009, 08:49 AM
Thanx:) I presented my technique to the engine and art team and I got a greenlight. They also want a little tool to build and sculpt the heightmaps. I`m probebly going to create that in delphi:)

User137
19-11-2009, 02:28 PM
I'm very very curious how you do multiple passes without multitexturing? Mainly how do you keep depth test without flickering?

Luuk van Venrooij
19-11-2009, 06:34 PM
By setting the depth function to GL_LEQUAL

User137
19-11-2009, 08:11 PM
Oh that was simple xx( Thanks.

Jimmy Valavanis
24-11-2009, 07:35 AM
Link is broken...

WILL
24-11-2009, 03:05 PM
Link is broken....


Alright who broke it? :P

Neat demo, I'll be sure to check it out once I get home. ;)