RE: [Algorithms] Bullets on walls
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From: Gary M. <ga...@va...> - 2000-07-21 15:02:09
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Using overlay textures would require you to use a ton of unique textures. . . can become very unreasonable quickly. Gary -----Original Message----- From: Mark Wayland [mailto:mwa...@to...] Sent: Thursday, July 20, 2000 9:55 PM To: gda...@li... Subject: Re: [Algorithms] Bullets on walls An extension to Jaimi's method may be to render the bullet holes to an overlay texture (of which you would have a maximum number) which is only rendered *once* on-top of the wall. With complex texture mapping this is obviously not possible, but perhaps for simple quads it would be acceptable ? Perhaps some form of scalable solution - like use Jaimi's method for a small number and when a threshold is reached, combine them into the single texture as I've mentioned and repeat ... ?? Just my 2c worth ... Mark > 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. > > Jaimi _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |