Showing posts with label mipmap. Show all posts
Showing posts with label mipmap. Show all posts

Tuesday, September 22, 2009

The first test for new terrain design

Hi

I test the new algorithm for the tiled terrain and it works well with texture ID.

For solving the texture filtering problem with tile texturing I copy 16 pixel from each side to opposite side of the texture and don't use small mipmap level so the hardware texture filtering works well.

Here is a screen shot I know it is not seem to be good but when I add blending you can see a good screen shot. For now I want to add PhysX engine for terrain pickings and future physics dynamics.

Friday, August 21, 2009

More active this year

Hi all
I want to be more active this year and work on Kochol Game Engine more.
I hope it become a more useful engine soon.

Currently I work on tile texturing for a tile based terrain like WarCraft III terrain.

The problem with tile texturing is the Anisotropic filter that combine the tiles edge with each other and if you turn this off the quality become bad.

I skip one pixel from each side when I create the UV for terrain and the problem solved but there is another problem with mipmaps.

I have to create mipmaps by a custom way that scale each tile and place it on the mipmap. I use devil to achieve this.

And for a 16*16 tile I use a 16*16 mipmap never less mipmap levels.

Wish me luck.