![]() Do I have that right? I honestly never thought of it in that context.Īnd yes, it's not like texturing would be a difficult thing. UV mapping would essentially be adding a shader, while applying the texture would be loading a texture within the created shader. UV map the area, then selecting the specific area to apply the texture to. wow, you know, I never thought of it like that. Use the 3D program to _Add a shader, then load a texture within the shader_. (we already have x, y z for each vertex, now add u, v.) Gotta be careful and consider if it's really needed. Saving u,v addresses per vertex is of course the next logical step, but that will make the file size grow even more, by another 40-60% or so. Room to grow and make additional options, for sure. The format we use is not the most compact (Qmesh) format but it should be readable by many programs that can read a list of triangles. Not all programs support all OBJ options. Wavefront OBJ format supports various formats of data representation for what looks like a quadrilateral mesh. Note that you may need to convert it from polygon set to mesh in some programs. But I'd be really surprised if you couldn't apply a shader to the loaded terrain, and in such a shader load a texture and map it in planar projection. I know of it, but haven't used it in years. You should at least however be able to load the terrain mesh, which will show more than the original mesh as a result of the elevation map: it will also show the deformation due to erosion, and also due to sediments. Easy also to apply a different texture, such as with additional painted details. So easy to reproduce in most 3D programs. The texture we apply is planar mapped top down. There is an associated material file possible, the. Wavefront OBJ keeps textures external from the geometry file. In the current implementation, we don't export u,v texture addresses.
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