RE: [Algorithms] Bullets on walls
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From: Stephen J B. <sj...@li...> - 2000-07-20 21:12:45
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On Thu, 20 Jul 2000, Jaimi McEntire wrote: > In d3d, this is the way I do it: > > Create decals with a one pixel transparent border. > Then, set the texture address mode to "Clamp". > Calculate new UV coordinates for your decal based on the wall, instead > of the Decal - then redraw the entire wall with your decal texture and > new UV coordinates. > This way you do not have to clip at all. I would assume you could > do the same in OpenGL. Doesn't this get a bit expensive when someone fires of an entire clip of ammo at one wall - and then walks right up to it to examine the damage? Seems like each bullethole would be another complete overwrite of the entire wall...bye-bye pixel-fill rate! Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |