Skip to content

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 triangles in Tex Layer #1 using assigned Atlas, Texture Group, and Blend Mode from Layer Settings
    • Pass 2: Renders all triangles in Tex Layer #2 using assigned Atlas, Texture Group, and Blend Mode from Layer Settings

Other:

  • Each triangle on the map is rendered exactly once. A triangle cannot belong to both Tex Layer #1 and Tex Layer #2
  • You can define which triangles are part of which Tex Layer in the texLayers mode
  • Each Tex Layer is assigned a single Texture Group, Atlas, and Blend Mode
  • Drift Wars provides two seperate atlasses to better define 'hard' terrain edges in certain cases, and also allows for some other tricks. You can set which atlas is used for a given Tex Layer in Layer Settings
  • Drift Wars provides two seperate Texture Groups consisting of 4 Textures each for performance reasons (rather than 1 Texture Group of 8 textures).
    • This limits each triangle to be blended only by the 4 textures in the texture group assigned to the triangle's Tex Layer
  • Tip: You can create 'hard' vertical, horizontal, and diagonal edges by setting triangles to different Tex Layers
  • Tip: Or you can create 'hard' vertical and horizontal edges by setting Blend Mode to Nearest.

Layer Settings

  • Assigns which Atlas, Texture Group, and Blend Mode the given Tex Layer should use.

Atlas Settings

  • Allows you to set the resolution for texture painting. Usually Normal is good enough.
  • Setting to High will 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