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Texel/Pixel ratio and Texcoords.

Started by WarAmp Feb 25, 2004 at 11:16 AM 1 replies 1.9k views
Original Post
WarAmp
WarAmp
Hi all. I'm working on texturing a heightmap using Yann L's suggested method. (It's a thread somewhere in this forum) Yann suggested using a low detail base layer and then blend a higher detail layer for the near geometry. I've done this much, I even added a middle layer because my view distance is so large (10km) that to look good that far its wayyy blurry up close. My question is this: Is there a way to calculate texcoords for a triangle such that the number of pixels per texel remain constant? ie: for a given triangle, I need tex coords such that there are about 2 - 5 screen pixels per texel. I figure this would make a very nice detail terrain... Something like projecting the triangle to screen space, figuring out its area and then what? Any ideas? [Edit: Yann's thread: http://www.gamedev.net/community/forums/topic.asp?topic_id=145134] Waramp. "Before you insult a man, walk a mile in his shoes. That way, when you do insult him, you'll be a mile away, and you'll have his shoes." [edited by - waramp on February 25, 2004 12:20:24 PM]
Waramp.Before you insult a man, walk a mile in his shoes.That way, when you do insult him, you'll be a mile away, and you'll have his shoes.
WarAmp
WarAmp
Anybody? Even some hints at what to google for would be appreciated.
Waramp.Before you insult a man, walk a mile in his shoes.That way, when you do insult him, you'll be a mile away, and you'll have his shoes.
WarAmp
WarAmp
It''s amazing what a good nights sleep can do. I''ve got it all figured out.
Waramp.Before you insult a man, walk a mile in his shoes.That way, when you do insult him, you'll be a mile away, and you'll have his shoes.

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