Texturing By Z-Value

I am working on texturing landscape held within a single Shape3D object. One of the ideas
I thought of and quite liked was assigning textures based on the z-value(height) in the
Shape3D object. This for example would make any part below zero on the z axis a water type
texture and anything high up on a mountain a snow texture.

I have looked through the texturing tutorials and I still think I am missing a bit of understanding
of how this can be achieved. Could anyone direct me to an example of something similar or
give me some pointers of where to start?

Thanks,
William

Hi,

For this you normally need Texture3D texture which is 100% supported in Xith3D. Scale and shift your Z coordinate to [0…1] range and put it as 3rd coordinate of your texture coords.

Take a look at Xith3DTexture3DTest in CVS for an example.

Yuri

Thanks for the advice.

I’ve been thinking about this a bit more and the way I described above may not be the best solution for what I am trying
to achieve. I thought I would explain what I’m doing and see if anyone can suggest a good way to do it.

Well I am creating terrain for my game. The terrain is a single shape3d object with a single geometry. I want to be able
to texture it to look some what realistic (doesn’t have to be brilliant) but coupled with this I want to create active areas on
the terrain. The active areas will define land resources from which the player can mine / harvest and should be textured
accordingly. Now I’ve read a few articles posted recently about texturing and tried out some of the tutorials however this
seems slightly more advanced than applying a texture to an object.

I picked up from an article that there are ways to sub-divide a shape3d object for texturing but couldn’t find any examples
to learn more about it. Does anyone know of a good tutorial / guide?

Any advice on the above would be great.

Thanks,
William