Tex Splatting
Introduction
Tex Splatting allows you to 'paint' textures onto the map.
Understanding how splatter terrain is rendered in Drift Wars can be a bit challenging..
High Level Explanation
Rendering method:
- Splatter terrain is rendered using two passes.
- Pass 1: Renders all
trianglesinTex Layer #1using assignedAtlas,Texture Group, andBlend ModefromLayer Settings - Pass 2: Renders all
trianglesinTex Layer #2using assignedAtlas,Texture Group, andBlend ModefromLayer Settings
- Pass 1: Renders all
Other:
- Each triangle on the map is rendered exactly once. A triangle cannot belong to both
Tex Layer #1andTex Layer #2 - You can define which
trianglesare part of whichTex Layerin the texLayers mode - Each
Tex Layeris assigned a singleTexture Group,Atlas, andBlend Mode Drift Warsprovides two seperate atlasses to better define 'hard' terrain edges in certain cases, and also allows for some other tricks. You can set whichatlasis used for a givenTex LayerinLayer SettingsDrift Warsprovides two seperateTexture Groupsconsisting of 4Textureseach for performance reasons (rather than 1Texture Groupof 8textures).- This limits each triangle to be blended only by the 4
texturesin thetexture groupassigned to the triangle'sTex Layer
- This limits each triangle to be blended only by the 4
Tip: You can create 'hard'vertical,horizontal, anddiagonaledges by setting triangles to differentTex LayersTip: Or you can create 'hard'verticalandhorizontaledges by settingBlend ModetoNearest.
Layer Settings
- Assigns which
Atlas,Texture Group, andBlend Modethe givenTex Layershould use.
Atlas Settings
- Allows you to set the resolution for texture painting. Usually
Normalis good enough. - Setting to
Highwill slightly degrade performance and increase map size, but may look better depending on the textures used.
Paint/Brush Options
- There are various brush options available
- Compatible with symmetry-mode