Has anyone read about or understand 'texture splatting'?
http://www.cbloom.com/3d/techdocs/splatting.txt
Specifically, how it works with terrains. I have read several articles (none with example code :( ), but cannot get a grasp on how this would work with Blitz. It sounds like they are making multiple render passes, maybe 1 pass for each unique texture using alpha masks to leave transparency where the texture does not belong. But then, wouldn't you need to build the alpha masks on the fly in real time??? Also, it seems you would need a separate camera for your terrain so as not to render everything else every frame. Can this work in Blitz??
Thanks,
MK
http://www.cbloom.com/3d/techdocs/splatting.txt
Specifically, how it works with terrains. I have read several articles (none with example code :( ), but cannot get a grasp on how this would work with Blitz. It sounds like they are making multiple render passes, maybe 1 pass for each unique texture using alpha masks to leave transparency where the texture does not belong. But then, wouldn't you need to build the alpha masks on the fly in real time??? Also, it seems you would need a separate camera for your terrain so as not to render everything else every frame. Can this work in Blitz??
Thanks,
MK