adds a built in detail map generator

splitTerrainMaps("data/some/file"); or  makeTerrainMapsFrom("module:anAsset"); to take a detailed albedo map and split it into a _bas(is) file thats an averaghe of the inut and a _det(ail) file to raise and lower different channels from that average.
special note: while used primarily for terrain authoring, these files could also be plugged into a normal material
This commit is contained in:
AzaezelX 2025-02-06 14:46:05 -06:00
parent e77c4b3a18
commit 516df48354
3 changed files with 116 additions and 0 deletions

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@ -193,6 +193,7 @@ public:
/// Used to remove a cubemap from the cache.
void releaseCubemap( GFXCubemap *cubemap );
void splitTerrainMaps(const Torque::Path& path);
public:
/// The amount of texture mipmaps to skip when loading a
/// texture that allows downscaling.