I'm mostly just looking for theory and options here. Of course that would be the easy way but it's too much of a sacrifice in graphics quality and 'realism'. space (0,0) is grass, space (0,2) is dirt, space (0,1) is grass-dirt transition) I'd rather be able to arbitrarily paint so that it looks more convincing. I'd rather not have to 'snap' the texture to the grid (i.e. So then do I use a huge alpha map for each existing texture? In theory it sounds okay to me but how do I actually go about doing that and what are the consequences? I really don't know where to start, and my Google searches aren't proving very effective.
How do computer games render their ground? I will be using a heightmap for geometry (though I will later optimize it) but I am wondering what the best technique is, for example, to 'paint' my ground grass most everywhere, dirt paths here and there, gravel inside towns, and smooth transitions between each type of material.ĭo I just use a huge pre-baked texture? That seems very inefficient, when I could tile existing textures.