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Thread: Terrain-Texturing

  1. #21
    Super Moderator Petr Schreiber's Avatar
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    Well, developed, documented and simply tested. You can download it here as usually.
    The syntax is without the use of TBGL_GetTextureHandle, simply for example TBGL_GetTextureData(1, %TBGL_DATA_BGRA).

    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

  2. #22
    thinBasic MVPs
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    Great... I was the whole day busy trying to get it done by freeimage, but somehow that does not load the bmp correctly - now I can skip this and use TBGL...

    To the help:

    Returns ??? I would say String,
    check Equate- Should be %TBGL_Data_xxxx
    Last edited by ReneMiner; 07-05-2013 at 19:52.
    I think there are missing some Forum-sections as beta-testing and support

  3. #23
    Super Moderator Petr Schreiber's Avatar
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    Ooops, right you are. I reuploaded the fixed help file. I need to get some sleep now


    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

  4. #24
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    OK, I'm still playing the texture-man here- now is the following: just for test I tried out different texture-quality - all work fine but if I use %TBGL_TEX_CRISPANISO the font (TBGL_BuildFont used) in slot 1 disappears from screen. Is it hardware-dependend? I thought I got pretty good hardware...

    And however I try - I don't get the water to be translucent as long as the ground below has texture. The link above for trying the switches shows totally different results - I also tried lots of settings - even have all switches available during runtime - only idea that is left is to make the ground from a 24-Bit-Texture since alpha would make no sense here anyway. Maybe I try this now...
    I think there are missing some Forum-sections as beta-testing and support

  5. #25
    Super Moderator Petr Schreiber's Avatar
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    Hi Rene,

    when you specify %TBGL_CRISPANISO, do not forget to specify the anisotropy level parameter. That should do the trick.

    I have updated TBGL to presume default value of 2 for anisotropy, in case user does not specify it and fixed some more typos in the help file. You can get it here as usually.


    Petr
    Last edited by Petr Schreiber; 08-05-2013 at 08:55.
    Learn 3D graphics with ThinBASIC, learn TBGL!
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  6. #26
    thinBasic MVPs
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    Just to demonstrate - I've found a way to mix textures seemless from totally different textures now- here just 2 screenshots
    - sorry, I can currently not upload it here because full filesize exceeds now 100 MB...

    But as you see, I am able to create almost endless terrain-worldspace (2^32^2 Cell-Mehes) in the meantime.
    Attached Images Attached Images
    I think there are missing some Forum-sections as beta-testing and support

  7. #27
    Super Moderator Petr Schreiber's Avatar
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    Very nice Rene,

    I am curious to hear more about the approach you picked. It looks great!


    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

  8. #28
    thinBasic MVPs
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    Arrow

    OK, I won't keep it a secret... I upload it here but be aware- tB-Minversion 1.9.6 + latest TBGL-Package needed.

    I selected to include a few textures only so you can play a little bit. If you want more textures, place them in BMP-Format into some subfolder of media-folder.
    Textures should have Size of 256*256, else won't work.
    (Press F4 to reload Subfolder-List or click onto some subfolder in list to reload folder-content then when adding textures due runtime.)

    For the interested: All texture-painting is done in sub TERRAIN_Texturize()

    You should choose a small Pointer-Size (1 or 2) to draw fast and dense.
    The larger the cursor the more blend-effect but needs longer.
    If you got a slow computer it's not recommended to use Pointer-Sizes above 5.

    You can convert BMP easily to some %TBGL_DATA_-Format using the Functions TEXTURE_... in unit Main.
    Just write some Sub, you might fire your new sub by changing something in Gadget-Unit, suggest:
    Sub GADGET_ClickMenuitem(), Case %gHelpAbout,
    comment the current codeline there "GADGET_CreateMessage..." and hack the call of your own sub in.
    Thereafter your sub will run if you click on Menu\Help\About...

    convert a BMP by calling like this:
    If TEXTURE_LoadData( "c:\Filename.Bmp", %PreservedSlots) Then 
      TEXTURE_SaveData("c:\Filename.DataRGB", %PreservedSlots)
    
    ' optional you can also use this syntax
    ' TEXTURE_SaveData("c:\Filename", %PreservedSlots, %TBGL_Data_RGB)
    ' but omit file-extension in passed filename then if it differs from format, 
    ' else you'll have a file extension like "Filename.bmp.DataRGB" !
    Endif
    
    RGBA or BGRA won't make any sense for terrain so use RGB or BGR to keep files small.
    %PreservedSlots is some empty texture-slot which is safe to use here.

    @Petr: Texture_LoadData/Texture_SaveData - maybe an idea...but build-in to TBGL probably difficult because this uses "ZLib"

    Edit: Attachement removed - still a lot to do
    Attached Images Attached Images
    Last edited by ReneMiner; 14-05-2013 at 21:31.
    I think there are missing some Forum-sections as beta-testing and support

  9. #29
    Super Moderator Petr Schreiber's Avatar
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    Hi Rene,

    this is working really nice. I will probably not add any ZLib dependant stuff to TBGL, but I will think about function updating just part of the texture - it could improve the bus transfer speeds.

    Tip: Loop elimination
    The following:
    While lDstPxlX > %Cell_Texturesize
      lDstPxlX -= %Cell_TextureSize
      cmX += 1
    Wend
              
    While lDstPxlZ > %Cell_Texturesize
      lDstPxlZ -= %Cell_TextureSize
      cmZ += 1
    Wend
    
    can be replaced with faster equivalent:
    cmX = lDstPxlX \ %Cell_Texturesize + 1        ' -- Integer division
    cmZ = lDstPxlZ \ %Cell_Texturesize + 1 
    lDstPxlX = Mod(lDstPxlX, %Cell_Texturesize)+1
    lDstPxlZ = Mod(lDstPxlZ, %Cell_Texturesize)+1
    
    The following:
    While lSrcPxlX > 256 : lSrcPxlX -= 256 : Wend
    While lSrcPxlZ > 256 : lSrcPxlZ -= 256 : Wend
    
    can be replaced with faster equivalent:
    lSrcPxlX = Mod(lSrcPxlX, 256)+1
    lSrcPxlZ = Mod(lSrcPxlZ, 256)+1
    
    Tip: Distance calculation
    This:
    dDist = Sqr( Pow(lX,2) + Pow(lZ,2) )
    
    can be replaced with:
    dDist = dist(0, 0, lX, lZ)
    
    Petr
    Last edited by Petr Schreiber; 12-05-2013 at 11:21.
    Learn 3D graphics with ThinBASIC, learn TBGL!
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  10. #30
    thinBasic MVPs
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    thanks for your suggests - I changed it (but not in download yet, there are a few more Sqr's that I changed too, all in Terrain_-altering-subs)

    Mentioning "While" - is there no ElseWhile ?

    You might experience that the water-animation slows down pretty much if the mousepointer points into 3d-view - that's because of TBGL_GetPixelInfo - place pointer above some Gadget as Land-Dialog or Top-Menubar to see the water animated correctly. Show/Hide Water from View-Menu where you also can change water-height or water-texture by turning mousewheel when pointing onto some numeral there.

    PS: I've found some bug related to selection of colors. To fix yourself, check out

    Sub GADGET_ClickFrame
    ' somewhere around line 1817  you find:
    If Between(lY, 0, 4) Then 
      Colour_Current = %clrUser1 + lY + 5 * (Gadget(%gColorBrowse).V + lX)
    
    ' should look like this after fix:      
      Colour_Current = %clrUser1 + lY + 5 * (Gadget(%gColorBrowse).V + lX - 1)
    '...
    
    you'll need to add the "- 1" at end of this line.

    Greetings from seamless screwed cheerio-hills
    Last edited by ReneMiner; 14-05-2013 at 19:15.
    I think there are missing some Forum-sections as beta-testing and support

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