Zawran, how do you know the number of textures on terrains in Farcry?
In fact this is simply impossible if you want a non-repeating (I'm not talking about just using detail detail textures) texture *and* a fine resolution in the same time *and* big terrains.
Take a 2048*2048 terrain, where one unit is one meter (view distance = 1 kilometer), say you want 16 pixels per meter (that's 1 pixel every 6 centimeters, really not that much), you end up with a 4 Gb texture. Try to stick that in your card...
So you do have to either make compromises (repeating textures, with no local control).
Or use techniques that will assemble several little textures at runtime (by assembling little terrian meshes and/or using splatting techniques), meaning you simply can't use blitz terrains.
For little terrains with little detail or repeating textures though (that is: *not* farcry-like), take a blitz terrain, they will be just fine.
And actually even with repeating textures, you can have nice results, using multitexturing and some texture scaling over blitz terrains (Filax's Trium games were great examples of this). But *no* local control (apart vertex colouring). There are cases where this might really not ba approriate.
In fact this is simply impossible if you want a non-repeating (I'm not talking about just using detail detail textures) texture *and* a fine resolution in the same time *and* big terrains.
Take a 2048*2048 terrain, where one unit is one meter (view distance = 1 kilometer), say you want 16 pixels per meter (that's 1 pixel every 6 centimeters, really not that much), you end up with a 4 Gb texture. Try to stick that in your card...
So you do have to either make compromises (repeating textures, with no local control).
Or use techniques that will assemble several little textures at runtime (by assembling little terrian meshes and/or using splatting techniques), meaning you simply can't use blitz terrains.
For little terrains with little detail or repeating textures though (that is: *not* farcry-like), take a blitz terrain, they will be just fine.
And actually even with repeating textures, you can have nice results, using multitexturing and some texture scaling over blitz terrains (Filax's Trium games were great examples of this). But *no* local control (apart vertex colouring). There are cases where this might really not ba approriate.