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Submitted by Nathaniel Saint Martin, posted on July 30, 2000




Image Description, by Nathaniel Saint Martin



This is just a attempt for create solid texturing from famouse Perlin noise function. The engine is a hierarchical OBB culling/sorting with (currently disable) vertex gouraud shading and shadowing.

Each face you can see have a texture (64x64) which is calculate once : the first time when face was visible.

Currently, I have few materials : 'blue-marble' (from Perlin), 'standard' wood implementation (from Perlin too), a bugged checker and a 'sphere' material... so if you know some others procedural texture algorythms, don't hesitate to send it ;)

You can get Dx7 binaries at http://www.bigfoot.com/~noote/3d/SolidTexturing

A bientôt...

Nathaniel 'NooTe' Saint Martin
From Paris, France
http://www.bigfoot.com/~noote
mailto:noote@bigfoot.com
ICQ:39719035


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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
 
morgan

July 30, 2000, 10:27 AM

Good job!

You can un-"bugger" your checkerboard by changing the logic to:


public int getPixel(double u, double v)
{
if ( (((int)(Math.abs(u) + 0.5) +
(int)(Math.abs(v) + 0.5)) & 1) == 0){
return pixel1;
} else {
return pixel2;
}
}




from com.graphics3d.book.texture.CheckerTexture

Where u, v are texture coordinates and pixel1 and pixel2 are your two colors. For solid (3d) texture, just add a 'w' component to the above algorithm.

Simple directional shading will make the edges of the cubes look nicer by differentiating where one side ends and the next begins.

-m

 
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