How come it seems that nobody has put texture splatting to use in Blitz3D? It would work really very well for terrain I believe.
I suppose the memory could add up over time if you used over, say, 3 or 4 textures, but given they had a low resolution of about 128 to 256 they would only take up about 2.2mb per splat texture. Of course, you could strip out those textures that are never used and cut down on it a bit.
In any case, I think that texture splatting could be very, very useful for terrain in Blitz3D. Come tomorrow I'll be attempting to write up a pseudo-terrain system that utilizes it. If I make any progress I'll open-source it.
If anyone else would like to have a go at it, this is the reference I'll be using (as far as I'm concerned it's the best): http://www.cbloom.com/3d/techdocs/splatting.txt
I suppose the memory could add up over time if you used over, say, 3 or 4 textures, but given they had a low resolution of about 128 to 256 they would only take up about 2.2mb per splat texture. Of course, you could strip out those textures that are never used and cut down on it a bit.
In any case, I think that texture splatting could be very, very useful for terrain in Blitz3D. Come tomorrow I'll be attempting to write up a pseudo-terrain system that utilizes it. If I make any progress I'll open-source it.
If anyone else would like to have a go at it, this is the reference I'll be using (as far as I'm concerned it's the best): http://www.cbloom.com/3d/techdocs/splatting.txt