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Author Topic:   Texturing Terrains
Aelith
New Member
posted May 04, 2000 03:54 PM            
Revolver - a question concerning Black and White - I haven't seen that movie yet with the zoom out from the worm and the barrel.

Do the textures still look good when you are zoomed in all the way or do they inflate and lose resolution?

Ground Control looks pretty cool. I have been wanting to make an RTS/Strategy hybrid for a while and we were going to use Ground Control for the name - oh well - time for a new name.

-Aelith

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Cthulhu
Member
posted May 06, 2000 07:13 PM            
Black and White is getting more believable with every screen shot released

Last screen shots I've seen from B&W it seemed they had simple detail texturing on terrain, doubt that it would extend to unlimited detail.

That video with worm in apple on barrel was propably made to impress the press. I don't believe many that kind of details will be seen in the game.

We'll see when the game or demo is out.

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Bryan T
Member
posted May 07, 2000 03:50 PM            
Aelith,

I've not seen the movie, but it's just a matter of LOD. The worm could be fully textured at milimeter resolutions while the barrel is at centemeter resolution, the house at a foot, etc.. At some point you simply stop drawing the worm because it's too small to see, then the barrel, then the house...

It's the fact that no one else has done it before which makes Black & White special. Not the technology they are using.

To answer your question: I'm guessing that the textures do not lose detail as you zoom in.

Anyone have a link to that movie, BTW? I'd love to see it.

--Bryan

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Revolver
Member
posted May 07, 2000 11:45 PM         
Well, it's been a year since I saw the movie (it was made for E3 99) but I found it again here:

ftp://west.download.won.net/files/simulations/bw_movie_interview.zip

It's about 42mb compressed, 57mb uncompressed.

Viewing it again, I notice that it wasn't a closeup on the worm, but is clearly visible wriggling in an apple...on top of that barrel.

It also shows off the realtime 3D clouds (sorta cartoonish looking, heh) casting shadows on the terrain.

In any case, it's a pretty cool little movie.

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MarkBatten
Member
posted May 08, 2000 06:36 PM            
Klaus -- I know you're busy, but just wanted to let you know we'd love to see the rest of your paper on texture synthesis. I'm hooked on the environmental scheme you describe, and just have a few questions about the actual synthesis of the texture map itself. So when you get a chance to write Section 3, let us know! Thanks.

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Klaus Hartmann
Member
posted May 08, 2000 08:09 PM            
- MarkBatten

I know I promised to finish the paper soon, but my jobs always keeps interfering with my plans. In other words: Yes, I'll finish it, but it'll probably take a month.

But... Have you noticed that I posted I link to the source code of my terrain engine? It's in one of my previous mails. Sure, the code isn't exactly nice, but it contains the full source code to my texture synthesizer.

If it's urgent or if you run into any troubles with the code, then please feel free to ask question. I'll try to provide as much help as possible, until I have the time to finish that paper. And if it's really mega-urgent, then... well, you know my e-mail address.

Sorry, but that's life,
Niki

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MarkBatten
Member
posted May 09, 2000 08:17 AM            
Niki -- Thanks, although the links you've posted all seem to be broken. All contain /TheCore/, which seems no longer to be the right address. Could I trouble you for a new link?

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Klaus Hartmann
Member
posted May 09, 2000 10:20 AM            
MarkBatten -- The link is okay. The problem is my web-space provider, because their servers seem to have some serious problems lately... they are not always accessible. So, whenever you encounter such problems with the URLs I'm giving to you, then just wait an hour (sometimes a bit longer ) and try again. I'm currently test-downloading the file so, I can assure you that it works.

If you still have problems, then drop me a line to my private email address, and I'll try to mail it to you (if you can receive mails of that size).

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JamesC
Member
posted June 06, 2000 08:11 PM            
Hows that paper comming along Klaus ?

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Prophylon
Member
posted June 08, 2000 09:58 AM            
Bryan : glBindTexture is very slow and you should have as few calls as you possibly can. Try to group all your polygons with the same texture together and render them between one glBegin / glEnd call. Personally I made a nice render queue (STL) which gets all triangle / texture info, then sorts it and then renders it. Although it should be noted that I have no idea from which number of glBindTexture calls sorting becomes effective

Take a look at this document for effective OpenGL texturing:
Gamasutra Article on OpenGL Texture Objects

Oh and I am pretty new to OpenGL too for the record, but till now I found it pretty easy compared to D3D

Klaus: Great work! Your paper was exactly what I am looking for and I am looking forward to its completion.

Joris "Prophylon" Jansen

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Klaus Hartmann
Member
posted June 25, 2000 02:54 PM            
About my terrain synthesis paper...

Unfortunately, it turns out, that writing this paper takes far too much time. I completely underestimated the workload. To be honest... there's a chance that I'll never finish it, but the most important pieces (the ecosystems) are already explained. The rest of the paper would be about mixing textures and performing lighting. These are theoretically simple things, but they are very cumbersome to explain. I guess it would be another 20 to 30 pages (because I hate non-in-depth explanations).

This is very embarrassing for me, because I made a promise and I hate if I have to break my promises. I'm honestly very sorry for this.

If, however, you have specific questions, then please feel free to ask. I think the least I can do now is to help people depending on their knowledge... But do me a favor and ask those questions on this bulletin board so that everyone can read my replies.

I'm sorry,
Niki

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