RE: [Algorithms] Bullets on walls
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From: Tom F. <to...@mu...> - 2000-07-21 13:38:39
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We know. Nothing on the planet supports something like ALPMOST_EQUAL as far as I know (and even if it did, that still has problems when things walk beside the walls). You will have to either clip the decals to the wall geometrically; draw the wall poly with clamp texture mode & the right UVs; or composite the decals onto a wall-shaped poly, as suggested. If drawing individual decals, which seems a popular method, then you will need some sort of Z-bias functionality, which is what glPolygonOffset and moving the clip planes gives you. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Angel Popov [mailto:ju...@bi...] > Sent: 21 July 2000 15:50 > To: gda...@li... > Subject: Re: [Algorithms] Bullets on walls > > > No, neither glPolygonOffset or moving the near clipplane will > have the same > functionality as the non-existent glDepthFunc( GL_ALMOST_EQUAL ) > because these two approaches will not fix the problem with > the wallmark > not getting clipped at wall corners. > > > > For D3D (and probably OpenGL), a good alternative is to > move the near & > far > > clip planes a bit further away for those tris. You only > need to move the > > near clip plane if using Z-buffering. If using W-buffering, > you'll need to > > move both. > > > > Tom Forsyth - Muckyfoot bloke. > > Whizzing and pasting and pooting through the day. > > > > > -----Original Message----- > > > From: Neal Tringham [mailto:ne...@ps...] > > > Sent: 21 July 2000 10:56 > > > To: gda...@li... > > > Subject: Re: [Algorithms] Bullets on walls > > > > > > > > > > > > Giovanni Bajo <ba...@pr...> writes: > > > > In DirectX, there is a ZBIAS stuff that let you set a > priority order > > > > (integer) when Z matches. It is a renderstate. But looking > > > at the caps, it > > > > is not supported in every boards I have tried. I heard > it is an old > > > thingie > > > > of first Voodoo boards. > > > > > > Yes, the support for zbias seems to be rather inconsistent. > > > > > > > I had not found something similiar in OpenGL. > > > > > > You may want to look at the 1.1 glPolygonOffset function. > > > > > > > > > Neal Tringham (Sick Puppies) > > > > > > ne...@ps... > > > ne...@em... > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |