Luth
07-04-2008 23:46:03
Hi!
I played around a bit with (Managed) ETM, Mogre and C# ... i liked it. What i'm trying to do is, to take a single (pseudo) random number and generate a complete terrain from it, so i can easily send level data over a network. My most important problem currently seems that i'm new to C#, 3D programming .... and ... well OGRE. Currently i'm only able to generate the heightmap and achieve, not good, but decent results, at least for the first try. On top of that i generate a texture with colour values based on the height of the map point. That colormap i want to use to decide which (splatting?) textures have to be used for that part.
(WARNING that picture is 600KB, sorry)
So the main question is, how to go from here. Can i use that texture directly to code for (at least) 4 other textures where to put them? Do i have to write new shaders for that and is there a possibilitie to generate and bind those other textures also on runtime?I would be glad for some hints in the right direction ... even through those questions may seem quite noobish. I just found little tutorials for ETM and how to use it's splatting technique or how to do such things manually.
Btw ... if anybody is interested in the (C#) Code-Examples of the heightmap generation or links to the C++ origins i used to write the C# code, let me know. Most of my part is not optimized and unfinished as usual, but working. Currently i have together:
- 3 (simple) algorithms to generate heightmaps
- procedures for merging, normalizing, smoothing, heightadjusting and flattening (or stretching) of maps
Thanks for the reading
I played around a bit with (Managed) ETM, Mogre and C# ... i liked it. What i'm trying to do is, to take a single (pseudo) random number and generate a complete terrain from it, so i can easily send level data over a network. My most important problem currently seems that i'm new to C#, 3D programming .... and ... well OGRE. Currently i'm only able to generate the heightmap and achieve, not good, but decent results, at least for the first try. On top of that i generate a texture with colour values based on the height of the map point. That colormap i want to use to decide which (splatting?) textures have to be used for that part.
(WARNING that picture is 600KB, sorry)
So the main question is, how to go from here. Can i use that texture directly to code for (at least) 4 other textures where to put them? Do i have to write new shaders for that and is there a possibilitie to generate and bind those other textures also on runtime?I would be glad for some hints in the right direction ... even through those questions may seem quite noobish. I just found little tutorials for ETM and how to use it's splatting technique or how to do such things manually.
Btw ... if anybody is interested in the (C#) Code-Examples of the heightmap generation or links to the C++ origins i used to write the C# code, let me know. Most of my part is not optimized and unfinished as usual, but working. Currently i have together:
- 3 (simple) algorithms to generate heightmaps
- procedures for merging, normalizing, smoothing, heightadjusting and flattening (or stretching) of maps
Thanks for the reading