Moving Right Along


In this chapter, we examined how to collect images to use in applying textures to objects that represent real-world structures. We saw some of the processing techniques that we may need to use to prepare our images for use as textures, like color matching and cropping.

Some of the areas that can be more problematic when considering textures for structures are scaling the images and preparing them to be "tiled" if the texture will be used in a repeating fashion. A texture that can be tiled is one whose opposite edges can be mated together without producing a noticeable seam.

Finally, we explored some of the more common texture patterns and characteristics that are used in games.

In the next chapter, we will look at terrains, which are often used to provide that touch of realism in our game worlds. Some of the ideas we've covered in this chapter will certainly be useful in the next chapter as well.




3D Game Programming All in One
3D Game Programming All in One (Course Technology PTR Game Development Series)
ISBN: 159200136X
EAN: 2147483647
Year: 2006
Pages: 197

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