Terrain Texturing

Blitz3D Forums/Blitz3D Programming/Terrain Texturing

Is there a way to access an individual Tris of a Terrain to texture it?
All the examples show texturing a terrain using one texture for the whole Terrain.

You can't, because terrains add and remove triangles on the fly to optimize poly count for each frame.

This optimization process is actually fairly slow, and can take quite a few precious milliseconds of time each frame. I've found that I'm always better off finding a different way to do landscapes.

It sounds like a better method would be to create a tile system made up of meshes.
I suppose creating a landscape as one large mesh creates the same problems, trying to texture it.
But using mesh tiles of a certain size and then maybe lower poly meshes as the scene gets farther away.

But this brings up another question: If I did make a scene out of one large mesh.
Can an individual tris of a mesh be textured.

Abba:
I sell a terrain system which does just that. Large tile meshes each which can have a unique texture with a unique rotation, plus support for a lightmap that is stretched over the entire terrain.

See my sig for details.


"But this brings up another question: If I did make a scene out of one large mesh.
Can an individual tris of a mesh be textured."

A single mesh can contain many surfaces. Each surface can contain many triangles and vertices. But each surface can only have one texture. So to have multiple textures in a single mesh you need multiple surfaces. The advantage of having multiple meshes in a terrain is then only that you can hide large numbers of polygons quickly. But reducing the numebr of surfaces is a lot more important than hiding polygons.

A lot of surfaces will slow your game down a lot more than a lot of polygons. So always try to minimize surface count. You can do this on a terrain by making the tiles as large as possible, with as many polygons as possible, and by using only one texture per tile.