Author Topic: Automatic Mip-Map & Texturing  (Read 983 times)

Conzar

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Automatic Mip-Map & Texturing
« on: 13 January 2011, 13:18:28 »
This lecture from the World of Love conference shows off a cool indi-game, but most importantly, the dev gives a brief overview of his tools.  His tool chain is very impressive.  I think though the most interesting aspect of his lecture is near the end where he shows off his real-time automatic mip-mapper and texturer. 

Does anyone know anything about such technologies (is it called procedural texturing/mip-mapping)?  Could such tool chains be built for Glest?

will

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Re: Automatic Mip-Map & Texturing
« Reply #1 on: 13 January 2011, 13:58:15 »
awesome link thx

(somewhat tangential and at a much less awesome level: http://sites.google.com/site/williamedwardscoder/home/extendingeisenscript )
« Last Edit: 13 January 2011, 14:28:21 by will »

hailstone

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Re: Automatic Mip-Map & Texturing
« Reply #2 on: 15 January 2011, 01:44:47 »
Mipmapping is using different size textures to reduce texture aliasing (I think you mean uv mapping). Someone was working on procedural map making, I'm not sure what the progress is on that.

Procedural texturing uses parameters to create an appearance (usually done in shaders I think), for textures like wood grain, clouds, rust, grass etc. The problem with procedural texturing is that you're limited by the parameters of the tool. If he wanted to add some grafitti to the gun he would most likely need to allow non-procedural texturing to be applied to it as well.
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