Lets say you want a terrain.. but different parts of it to contain different textures. Apart from the obvious - and, stretching a large texture over the whole thing - what other methods are there of doing it ?.
Here's a couple of ideas I've been playing with.
1) Create the terrain out of seperate objects/tiles.
(Downside:- Huge amount of surfaces)
2) Create seperate tiles, but share the same texture. (using different texture UV's for different parts of the texture)
(Downside:- I tried this, not wonderful.. you end up having a huge texturemap in memory that doesnt seem to tile together well)
3) Create seperate meshes that require different textures, sorta cutout the bits you want to have different textures on - then just wrap the texture. (eg, a grass mesh, a rock mesh)
(Downside:- Repeating textures..not sure how this would look, but the meshes would have to fit perfectly - or the dreaded gaps will show)
4) Create small meshes, each with there own premixed textures.
(Downside:- Lots of surfaces and textures)
5) Multitexturing
(Downside:- not good at all !!!!)
So.. can anyone else think of any other methods ?
Here's a couple of ideas I've been playing with.
1) Create the terrain out of seperate objects/tiles.
(Downside:- Huge amount of surfaces)
2) Create seperate tiles, but share the same texture. (using different texture UV's for different parts of the texture)
(Downside:- I tried this, not wonderful.. you end up having a huge texturemap in memory that doesnt seem to tile together well)
3) Create seperate meshes that require different textures, sorta cutout the bits you want to have different textures on - then just wrap the texture. (eg, a grass mesh, a rock mesh)
(Downside:- Repeating textures..not sure how this would look, but the meshes would have to fit perfectly - or the dreaded gaps will show)
4) Create small meshes, each with there own premixed textures.
(Downside:- Lots of surfaces and textures)
5) Multitexturing
(Downside:- not good at all !!!!)
So.. can anyone else think of any other methods ?