Enviro
Using Your Own Imagery (Textures)
- Your image needs to match your elevation in both projection and extents.
One way to do this is to use VTBuilder to re-project and crop your elevation,
as needed, to match your image.
- If your image is up to 4096*4096 in size (or 8192x8192 for recent 3D hardware),
you can use a standard terrain texture. If it is much larger, you should
use an image tileset.
Standard Terrain Textures
- Your imagery should be in either the TIF, PNG, BMP or JPG format.
- Learn how large a texture your computer can display. From the Enviro
Start dialog, press "OpenGL Info..." and look at the number for "Maximum
Texture Dimension"
- If your terrain texture map is not larger than the maximum texture, you
can use the "Single texture" option, otherwise you will need to use "4x4
Tiled texture".
- Give your texture a filename ending in it's size, e.g. "
newyork_1024.bmp
"
- Put your texture in in the directory
Data/GeoSpecific
- For a Single texture:
- Your texture size must be a square power of 2, up to the limit of your
computer (e.g. 512, 1024)
- For a 4x4 Tiled texture:
- You provide a single large square image file, and Enviro will break
it up for you, at runtime, into a set of 16 tiles (4x4)
- The size of each tile must be a power of 2, up to the limit of your
computer (e.g. 512, 1024)
- Due to pixel overlap to avoid texture seams, the dimensions of the single
large texture may seem somewhat unusual - e.g. 2045 for a 4x4 at 512, 4093
for a 4x4 at 1024
- The filename is made up of two parts: the prefix (e.g. "hawaii_")
and the image size (e.g. "4093"). The dialog lets you specify
the prefix, and it computes and appends the image size, based on the tile
size you specify
- So, when you're preparing your image files, simply name them ending
in a number that is their size in pixels (e.g. "hawaii_4093.bmp")
- Click the "JPEG" box for a jpeg texture, otherwise BMP is
assumed.
Transparency
- If you provide an image which has an alpha plane (transparency), Enviro
will use it.
- Provide a PNG or TIF that is 32-bit, that is, 24 bits of RGB and 8 bits
of Alpha.
- You may see some odd effects if you have other transparent
objects in the scene, above or below the terrain surface. This is because
OSG/OpenGL cannot always sort transparent objects relative to each other perfectly.
In addition the base texture for a terrain, if you have a modern graphics card
with multi-texture, you can use Image Layers to overlay
additional textures on your terrain.