I have a large paved area that consists of a single polygon with a tiling texture. I need to apply some pretty dynamic lines like the kind you would find on an airport runway. These lines will overlap, form various patterns, and be different colors. Some of these lines will be continuous through out the entire 300x300…
I'm not sure I understand what the difference between method 1 (decals) and 3 (polygons) is? If you're going to be close, and it's not something simple, like a tiling line, use decals (polygons for the lines). Give them a chipped paint alpha, and lay them out however you like. Alternate methods I can think of: 1) 1 giant…
For paint lines on tarmac that a player can get close to, you'll definitely want to go decals with alpha. The resolution won't hold up in a large mask for a huge area like that, and I take it that different areas need different types of lines meaning tiling would be difficult. Solid geometry planes or cuts just looks too…
basically you use world position to feed in to the UV's of the line texture, that way its consistent with the world's position, and not the individual mesh, therefore it's much easier to position around. you could make a set of lines in photoshop make them tilable on a seperate tex page and in your normal, stones shader…
if you were in unreal I'd suggest using world position scaling in the shader as a second pass of detail lines/paint overlaid. Will be consistent no matter how the meshes are placed.
Thanks for the responses everyone. I am a little confused about some of the talk about using decals. The decals I have dealt with are usually just textures that are projected onto 3D surfaces in the scene. The problem with our engine is that the decal is represented by a single node in space so I have to move that node…
That sounds like a great idea, but unfortunately I don't follow. Are you talking about using a texture and creating a shader that does a second pass to overlay the texture? I don't understand what you mean by "world position scaling in the shader". What are you scaling, geometry, textures, something else? Sorry for my…
decals is the way to go if its supposed to be rough jaggy edges paint if it can be solid cut in real geometry and save the over draw ! a second uv set doesn't sound like it makes sense
You could use splines with rectangular mode on and your decal textures applied. Should be pretty easy to adjust your texture coordinates using this method with real world mapping (if you are a max user that is). Seems like the cheapest and quickest way to me.
I would worry about a single polygon that is 300x300 meters, in general polygons that are so large that they can extend far beyond the view frustrum are not recommended. Doing it as one giant decal sounds like a horrible idea, would need to be a gigantic texture. I would definately opt for the brute force polygon / decal…