For the outdoor level, the sky and terrain are always necessary. For the sky, a sky doom or sky box that with a huge size in a fixed position or move with the player camera, both of them could work well. And we always render the sky in the last order during solid objects rendering pass. Because this way we could skip and discard some screen pixel with easy-z culling process that overlap from the sky.
For the terrain, you could do with the most simple one as this sample shows or something more complicated with some professional terrain tools. With those tools, you could not only paint them look really cool, but also more fanatic material settings. With the multiple texture blending, you could figure the texture base on the terrain height. And the same time, you could still figure out a a road on it. For more details, you could refer to UDK or Maya Terrain plug-in.
This sample shows us a simple sky box and a terrain.
Lines appear on the box edge
As you see from the above diagram, some box edges appear. You need to change the texture address mode to CLAMP_TO_EDGE, this will make no texture border color sampled.
MFC could not work well with glaux library in VS2008
I noticed that it seems some memory leak happen when I used MFC and glaux library at the same time. To make the whole program become more lean, I have to remove the MFC library.
The full source code could be found from here.
本文探讨了户外游戏场景的构建技巧,包括天空盒与地形的创建。天空盒可使用固定位置或随玩家视角移动的方式,而地形则可通过专业地形工具进行复杂设置,实现纹理融合和道路绘制。文章还提及了避免纹理边缘线的解决方法及MFC与glaux库的兼容问题。
968

被折叠的 条评论
为什么被折叠?



