Re: Texturing terrain patches with non-powers of two length sides under OpenGL?


2003-07-14 06:56:43 AM
delphi145
Thanks Eric, I will try in one of those groups instead :-)
"Eric Grange" <XXXX@XXXXX.COM>writes
Quote
>[...] If the texture is stretched, then it wouldn't exactly fit
>the height map below. [...]

That's something that will happen, but usually it matters not because
the texture is of a higher resolution than the underlying elevation
map. you will also have to deal with texture borders (so that obvious
seams don't appear between two adjacent textures, caused by the
discontinuity in bilinear/trilinear filtering).
Note that this is not an issue specific to ROAM, all terrain rendering
approaches that are tile-based have to deal with this. The typical
solutions are either to use unique or large textures, that span many
tiles, or use texture splatting, and blur the transitions.

However, this question would better placed in an OpenGL or graphics
rendering/algorithms newsgroup, it ain't very Delphi-related ;)

Eric
glscene.org