Original Post
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]