Original Post
I'm using a texture blending method where I render the triangles multiple times in the video buffer before I display it. What I do is I render my terrain once with teh base texture then again with a rock, mud, or whatever second texture. But the second time I render I have alpha blending on. The alpha values are taken from a alphamap (a black and white bitmap) which tells how transparent the vertex should be. So the entire terrain is rendered twice. What I would like to discuss is how effective is this technique. From a visual stand point I would say it is very effective. Here's a pic of my terrain engine:
Now from my standpoint I beleive this to be a great techniqe for rendering my terrain because it's not continous. I don't have to worry about rendering triangles way off into the distance being only an island.
What do you guys think of this technique?
I got this techniqe from an article written by charles bloom. He refers to it as "spattering"
http://cbloom.com/3d/techdocs/splatting.txt
Edited by - wavewash on January 13, 2002 12:34:53 AM
Now from my standpoint I beleive this to be a great techniqe for rendering my terrain because it's not continous. I don't have to worry about rendering triangles way off into the distance being only an island.
What do you guys think of this technique?
I got this techniqe from an article written by charles bloom. He refers to it as "spattering"
http://cbloom.com/3d/techdocs/splatting.txt
Edited by - wavewash on January 13, 2002 12:34:53 AM