Re: [tuxracer-devel] Speed Boosts
Status: Beta
Brought to you by:
jfpatry
From: Jasmin P. <jf...@mu...> - 2000-08-13 17:27:08
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On Fri, Aug 11, 2000 at 08:23:37PM +0000, Troy Corbin Jr. wrote: > > Understandable. I'm happy to hear that smooth texture transitions are in the > works. I suppose, then, that I should modify my question: If I were to > release my map for the current release of Tux Racer, how many texture pixels > can I get for each pixel of the map? It's not that simple. The textures repeat every 6 m in the course (TEX_SCALE in textures.h). If you use tux_course_dim to set the width of the course to 6 * (width of heightmap in pixels), and the length of the course to 6 * (height of heightmap in pixels), then you should get one complete texture image per course quad. Hopefully they'll be aligned properly too, though I haven't tried it. The problem then is that the mesh of the terrain will be very coarse -- so instead you could repeat you bullseye in an X by X grid in the texture file, and then set the dimesions of the course to 6/X * (width/height of heightmap in pixels). This is a hack, of course, but then again so is what you're trying to do. :) Also note that I haven't tried it, but I think it *should* work... > I'm glad you found them useful. I'm not a terribly good programmer at the > moment, so I'm afraid the best I can do is suggest. =) When I get some time, > I'll try to nose through the source and see if there's any way I can help. > This is a project I'd really like to support if I can. Great! Cheers, Jasmin -- Jasmin Patry Master's Student, Dept. of Computer Science jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ |