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Moire' patterns

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I'm getting issues with moire' patterns from tiled seamless ground textures when large amounts of the ground mesh are visible.

 

My workaround to date has been to use sets of 4 ground texture tiles, and assign each 10 foot ground quad one of four texture tiles at random.  to create the tiles, i create a seamless texture for the first, and the rest are copies of the first with different images in the centers, so the edges still match.  This works ok, but i was wondering if there was another way, such as sampling a single texture at two different scales and offsets and blending the results. 

 

say i have a seamless texture per quad, then blend a second copy of that texture over say 4 quads. that's should cut Moire' in half.     with 3 blends that don't repeat for 100 feet or so,  i might be ok.

 

i'm thinking calculate a second set of UV's based on position, something like:

 

u2 = ((int)(pos.x/10.0f) % 4)*0.25f

v2 = ((int)(pos.z/10.0f) % 4)*0.25f

 

this assumes VS_3_0 supports stuff likes ints and mod - i have yet to find out.

 

what about texture splatting to break things up a bit?


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