Game Development Community

Atlas2 overlay textures

by JPaxson · in Torque Game Engine Advanced · 03/05/2007 (2:04 pm) · 16 replies

Hi All,

TGEA R1. I have constructed a texture overlay shader for my geospecific atlas2 terrain. The image I use for the road overlay texture is constructed from real world road data. My terrain looks fine (though the R1 paging of atlas chunks is jerky (was not like this in MS4). My overlay shader works fine and lines up with my satellite image perfectly, except when I make its resolution larger than 2048x2048. When I make the image larger than 2048 on a side my texture displays properly in what i can only describe as the "detail texture" range in R1, and outside of this the texture coordinates are all screwy. I have the same issue in MS4 where there wasnt any detail texture support. I dont do any fading calculations. My original atlas2 texture was constructed from a 8192 x 8192 image. I have tried changing my clipMap size, and tried changing this size in combination with different overlay texture resolutions and all have no effect. Anyone have any ideas why this 2048 is a magic number? I have looked at this so long I cant see it anymore.

#1
03/05/2007 (11:06 pm)
Any chance that 2048 is your heightfield size?
#2
03/06/2007 (6:45 am)
Hmmm. I didnt make the terrain personally. I'll have to check on that. Thanks for the reply!
#3
03/06/2007 (6:58 am)
It turns out the heightmap was 256, which actually means I think that it was 257x257 if I recall, and not 2048. Any other suggestions?
#4
03/06/2007 (12:03 pm)
I'm kind of grasping at straws here, but I know there are issues with Atlas textures and having leaf sizes larger than 1024. In my case, any time I've tried to generate a texture with "leaf tiles" larger than 1024, the engine has crashed when it tried to load. You are obviously not having a crash, but they could be symptoms of the same problem.
#5
03/07/2007 (10:29 am)
Thanks for the reply, Mark, that may very well be related. I don't process my texture like an atlas one, I just load it like a normal image, and with the nature of texture coordinates being relative (0,1) if you are not tiling, I just don't get why any power of 2 texture overlay wouldnt work. I wish we could get an "official" take on it. Ben, Brian.... ?
#6
03/08/2007 (2:49 pm)
Is everyone at GDC?
#7
03/09/2007 (7:44 am)
I just checked the atlas detail shader. It suffers from the same apparent image "size" restriction( for lack of a better term).
#8
03/12/2007 (9:19 am)
Welcome back. I hope GDC was as fun and interesting as it looked. Ben or Brian, can you shed some light on this? Again my original atlas2 image size is 8192x8192 to texture the atlas2 geometry created with heightmap size of 256. Detail texture suffers from same if you make it scale over entire terrain (NOT repeat).
#9
03/15/2007 (8:27 am)
Shameless bump. Sorry to keep bumping this, but this is a really big problem for me. As well as addiktiv's atlas2 texture seam thread. Ben, Brian?
#10
03/15/2007 (8:52 am)
Ben seems to be in seclusion lately. I'm hoping he hasn't been on the forums because he's working so hard on getting that Atlas terrain editor finished.
#11
03/19/2007 (2:08 am)
I hope he ignores all of us then and stays at it. :)
#12
03/19/2007 (8:17 am)
Here here!
#13
03/20/2007 (6:54 am)
I'm all for updates and additions, but solid base functionality is needed now...as it sounds like a couple of others are.
#14
03/24/2007 (4:53 am)
Are you sure your video card is capable of loading > 2048x2048 textures??
#15
03/26/2007 (6:44 am)
Phil, thanks for the resonse. Yes, i am sure. my card will load larger than 2048 textures. Nvidia GeForce 6800. My log... my own device caps. returns same info.

DirectX version - 9.0T
Direct 3D device found

Cur. D3DDevice ref count=1
Pix version detected: 3.000000
Vert version detected: 3.000000
Initializing GFXCardProfiler (D3D9)
o Vendor : 'NVIDIA'
o Card : 'GeForce Go 6800'
o Version: '79.31'
- Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 4096.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 4096.
#16
04/11/2007 (11:48 am)
Since I have been unable to get Ben or Brian to comment, does anyone know anything about the "multiple Atlas2 textures" that are new in R 1.0.1? Specifically how to use this new feature?