Game Development Community

Torque terrain texturing issues

by Shehryar Hydri · in General Discussion · 07/27/2005 (5:38 am) · 2 replies

Okay,

I want to modify the texturing of the Torque Engine. I want to add something like the "MegaTexture" technology by idSoftware or the Texture ClipMaps (I have made up an algo thats different than both). Now the problem is that the terrain renderer is too large and not well commented and has very little online documentation :(. All i want is the exact algorithm that is used in the quad-tree based terrain renderer of Torque, for texturing. Also i noticed that it applies some sort of procedurally generated detail texture on the patches near that viewer as well. Any detail (or links in the right direction) on that would also be appreciated (how it is applied i.e. texture coordinate calculation etc.).

I am also looking on changing the renderer from the old quad-tree based to the newer ROAM2 based. A lot of work has been done on that already, and texturing is the major issue bothering me right now. Has anyone done any work on this side before on TGE? Hopefully when its done, then i can contribute something useful for the community.

Cheers.

#1
07/27/2005 (1:52 pm)
The exact algorithm is expressed exactly in the code. If you want a terrain codebase that's easier to work with, why not use TSE? It has a fully rewritten and documented terrain engine, Atlas, which already implements a technique very similar to the MegaTexture/Clipmap approaches.
#2
07/27/2005 (11:55 pm)
Isn't there any online documentation of the terrain renderer.

As far as clipmaps are concerened, they are not very well suited for current technology as they require vertex textures which is available only in SM3.0. Are you guys using a modified form of the algorithm or a "software" implementation that's well suited for current and legacy GPUs?