specifying splatmaps

gedimaster

14-10-2005 04:43:10

i noticed that the demo uses material PagingLandscaoe.Template.VertexPixelShaded and embedded inside are 2 texture units: "none" and detail3.jpg

1. there are also splat map names given in the .gen.cfg and .cfg
this leads to a little confusion as in who dictates which splat maps to be used.

2. but upon a little investigation, changing the parameter in PagingLandscaoe.Template.VertexPixelShaded material did change the run-time behavior but again there're only 2 texture units there as compared to 4 texture units according to the .cfg (even using fixed function pipeline). so how can we make use of 4 splat maps?

tuan kuranes

14-10-2005 07:51:32

PagingLandscaoe.Template.VertexPixelShaded is mainly for TextureFormat=Image. no splatting in this one.

1. they're both of use. one to get colors for distant base map, other to replace a runtime texture used in splatting.

2. 4 splats maps : all splat texture mode. did you read the wiki :

http://www.ogre3d.org/wiki/index.php/Pa ... ture_Modes

gedimaster

14-10-2005 09:32:45

but i couldn't find anywhere in paginglandscape demo source files that specifies the use of the Material\PagingLandscape.Template.VertexPixelShaded...

can you point me to it, so that i may change and use another material and test out the splats.

tuan kuranes

14-10-2005 09:40:16

Won't work :

Image TextureMode is not a splatted mode.
it's 1 IR sat image + some random cracks (detail.)

You MUST make splattingshader works if you want splatting using coverage map.

gedimaster

14-10-2005 09:45:44

tuan,

is it possible that you send me a demo that shows the use of a coverage/mask map (4-channel, each referencing a splat map), on say a very simple small heightmap?

else could you send me just the cfg files for use of shader for splat maps so that i can try to run it here?

would appreciate that very much.

tuan kuranes

14-10-2005 09:55:06

binary SDK has binary demo that does just that.
'k' key let you cycle trough texturemode.