RE: [Algorithms] RTS simple circle shadows
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From: Greg S. <gr...@st...> - 2005-01-31 02:58:23
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You really wouldn't need projective texturing in this case. If you = think about it, your "projection" here would be a simple top-down orthographic one. You could simply render these blobs into a texture, and then map = that texture to your ground surface using a simple scale and offset to = compute the appropriate UV coordinates. So, a bit simpler, cleaner, and less = work than full-on projective texturing. Actually, you could even get real* shadows using this method -- you'd = render the object as normal, but use the top-down orthographic projection and a model transform which flattened and skewed the object according to the = light direction. * "Real" as in a directional shadow. Obviously no self shadowing here, = but does the trick in most cases. > -----Original Message----- > From: gda...@li... = [mailto:gdalgorithms- > lis...@li...] On Behalf Of Ryan De Boer > Sent: Sunday, January 30, 2005 7:40 PM > To: gda...@li... > Subject: [Algorithms] RTS simple circle shadows >=20 > In an RTS game where you could have many units on the screen at once, > many games use a simple circle shadow. Is projective texturing = generally > used to get the shadow on the ground? You can only project so many > textures in a single pass, and doing a large number of them should > affect framerate. Maybe they project all the shadows onto a large = quad, > and then project that texture onto the ground. Or perhaps they have > small quads underneath each character just above the ground textured > with the circle shadow, but then it would only work on relatively flat > ground. Which technique is generally used? >=20 > -Ryan De Boer >=20 >=20 >=20 > Disclaimer Message: >=20 > This message contains confidential information and is intended only = for > the individual(s) named. If you are not the named addressee you = should > not disseminate, distribute or copy this e-mail. Please immediately = delete > it and all copies of it from your system, destroy any hard copies of = it, > and notify the sender. E-mail transmission cannot be guaranteed to be > secure or error-free as information could be intercepted, corrupted, = lost, > destroyed, arrive late or incomplete, or contain viruses. To the = maximum > extent permitted by law, Immersive Technologies Pty. Ltd. does not = accept > liability for any errors or omissions in the contents of this message > which arise as a result of e-mail transmission. >=20 >=20 > ------------------------------------------------------- > This SF.Net email is sponsored by: IntelliVIEW -- Interactive = Reporting > Tool for open source databases. Create drag-&-drop reports. Save time > by over 75%! Publish reports on the web. Export to DOC, XLS, RTF, etc. > Download a FREE copy at http://www.intelliview.com/go/osdn_nl > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_ida88 |