Slope based terrain texturing.

Today I worked on getting the terrain texturing to match the new procedurally created level from yesterday.

Slope based texturing. 3 textures applied at different slopes.

In the image above, a dead grass texture is applied to flat portions of terrain, a green texture on the edges at intermediate slopes, and a (very stretched) rock texture is applied to the steep slopes.

The stretching of textures on the very steep slopes can be corrected by projecting the texture from a different plane. Currently all texture coordinates are produced by projecting the textures from the XZ plane. The steep slopes require projections from the XY and YZ planes though, so I’ll work on that tomorrow. Edit: texture projections for steep slopes are now complete.

This entry was posted in DBP2011, XNA and tagged , , . Bookmark the permalink.

2 Responses to Slope based terrain texturing.

  1. Hyman says:

    If some one needs expert view on the topic of running a blog afterward i advise him/her to
    go to see this webpage, Keep up the nice work.

    Here is my website :: fitness equipment (Hyman)

  2. say thanks to so a lota lot for your web site it assists a great deal

Leave a Reply

Your email address will not be published. Required fields are marked *

*

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>