RE: [Algorithms] Bullets on walls
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From: Steve W. <Ste...@im...> - 2000-07-20 21:50:31
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Now you know why only the most efficient 3D engines provide battle damage. Stephen has indicated the industry standard for adding damage to a texture. It's not too expensive if you find the most efficient place to code it in your engine...it's just an extra UV calc and blt, or discover a new way. In either way it's one of the features that really makes a difference...cause without it it's like shooting blanks...think about some of the other references with that phrase...and you'll see why it's unthinkable to go without it. :) R&R > From: Stephen J Baker [mailto:sj...@li...] > > 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 > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |