Jarred Capellman Putting 1s and 0s to work since 1995

12Jun/110

Fun with WPF…

I've diving into WPF the last couple of weeks focusing on the 2D animation elements, but today I started on the 3D aspect.  Easy enough, it's accelerated in Direct 3D so I could probably throw a ton of polygons/textures at it versus the old GDI+ method I'm used to.  I added in 3D support to my new engine I started to write a few weeks ago this morning.  It didn't take much, just had to re-learn the 3D thought process as far as programming is concerned since it had been a while since I had done 3D graphics programming. Ran into a small hickup though when rendering out some 3D Terrain:

Very Bland Looking Terrain

It was almost as if the texture coordinates from 3ds max didn't carry over to the xaml file. After opening 3ds max 2011 back up, I noticed I hadn't created a UV Map for it, I was simply using the standard 3ds max texture coordinates. Voilla...

Better looking Terrain

Not bad, but not 2011 good either.  512x512 textures were acceptable 5-6 years ago, but 2048x2048 is the new "standard" from what I gather. Googling around a bit, found a 2048x2048 uncompressed texture, applied it over the terrain...

Much better terrain

It looks kinda weird with the trees not parallaxing, but the level of detail is much improved.  I still need to add in support for detail texturing, but it's a good base.

Posted by Jarred Capellman on Sunday 12th of June 2011 06:34:07 PM

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