After I put in the camera rotation code from my last post, the teeth-like artifacts disappeared. I find graphical programs a real bitch to debug so I'm pretty happy to totally block from memory that they ever existed... what was I talking about? Oh yeah, texturing the terrain.
Instead of colouring the vertex based on how high it is, we'll texture it. With height-colouring it was simple to go from black to white, it's just as easy going from one texture to another - the technique is pretty much the same but the start and end colours are retrieved from a specific point on each texture. Blending is done as before, if the point is nearer the higher texture, the point will be closer in colour to the pixel from the higher texture and vice versa for the lower texture. Here's the result of applying 4 textures (earth, grass, rock and snow) to my terrain:
It looks more realistic, but a little bit blurry. The pit on the right looks black instead of earthy because I started blending off with a black colour as a base, I think it looks ok.
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