Terrain Texture Splatting???

Blitz3D Forums/Blitz3D Programming/Terrain Texture Splatting???

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

We experimented with that on Mechcommander 2, then to a variation of that technique that saved out a custom texture library for each level (major cd-space hog mode) then went to a single giant (1536 x 1536)hand-painted land jpeg (divided into 256x256 textures at runtime) plus a small tiled detail texture. While it was fuzzier, it saved a huge wad of texture space for more important things.

It's a great system if you use a lot of randomly generated terrain, but the draw overhead is pretty fierce.