![]() I don't know how the ground's geometry is (heightmap, static 3D models, etc) but their terrain has different ground types and smooth transitions between them, like I'm talking about. Just for clarification, Oblivion is a good reference as to what I'm looking for. I'm using OpenGL so if you can provide tips as far as OpenGL's way of doing things, and functions that I may never have heard of, that would be great. I'm mostly just looking for theory and options here. Of course that would be the easy way but it's too much of a sacrifice in graphics quality and 'realism'. space (0,0) is grass, space (0,2) is dirt, space (0,1) is grass-dirt transition) I'd rather be able to arbitrarily paint so that it looks more convincing. I'd rather not have to 'snap' the texture to the grid (i.e. So then do I use a huge alpha map for each existing texture? In theory it sounds okay to me but how do I actually go about doing that and what are the consequences? I really don't know where to start, and my Google searches aren't proving very effective. ![]() The next step might be to create a Mesh models assets library.How do computer games render their ground? I will be using a heightmap for geometry (though I will later optimize it) but I am wondering what the best technique is, for example, to 'paint' my ground grass most everywhere, dirt paths here and there, gravel inside towns, and smooth transitions between each type of material.ĭo I just use a huge pre-baked texture? That seems very inefficient, when I could tile existing textures. ![]() There is a plan to add at least 1000 new original textures over time (mainly for architecture design) for our work-in-progress room planner app. Contributors can get attribution links to their portfolio, but must release their work to public domain (or at least free for commercial use).
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