From: Joe A. <av...@ml...> - 2004-03-14 06:24:16
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On Mar 13, 2004, at 9:59 PM, Br'fin wrote: > On Mar 13, 2004, at 6:15 PM, Dietrich Epp wrote: >> On Mar 12, 2004, at 9:53 PM, Br'fin wrote: >>> On Mar 12, 2004, at 11:37 PM, Daniel Monteiro wrote: >>>> Well ...I=B4m a OpenGL programmer too =3D-) >>>> If I were one of the devs ,I would use a pre-rendered sprite for=20 >>>> the static >>>> efect >>> That is possibly awkward, because of the things that can be applied=20= >>> static. It's not just Spht death, but you can apply this to wall=20 >>> surfaces, and even marine sprites. And it's supposed to be all=20 >>> flashy and stuff over the course of several frames even if the=20 >>> sprite itself isn't changing frames during those times. >> You can use pre-rendered static if you change the texture's <u,v>=20 >> offset to a random value every frame. > I'm not sure this would work, even with randomly H or V flipping as an=20= > option each frame. It might not come out well enough as static, but=20 > instead come out as jitter as the human eye picks up the repeats in=20 > the singly used texture. So use a very, very large non-repeating texture and vary the u,v over a=20= correspondingly large range. If you can get maybe three frames in a row=20= without repeating areas that should be enough to break the eye's=20 ability to track it. I don't think it'll be hard to do that. Also, OpenGL might have some really (computationally) cheap effects we=20= can randomly apply - invert and hue-shifting would do perfectly. Having multiple static textures, one of which would be randomly chosen=20= for each static-textured object (but once chosen it stays the same,=20 OpenGL probably likes that better) would also help the static to look=20 less cheaply pre-rendered. Disclaimer: IANAGP (I Am Not A Game Programmer) :) Joe Auricchio ~ av...@ml...= |