Re: [Algorithms] Bullets on walls
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From: Mark W. <mwa...@to...> - 2000-07-22 09:06:20
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Yep, hence the cap on the maximum number. You could consider these overlay textures "caches" of the bullet holes within an area, so instead of rendering dozens or more bullet holes each frame, you render the one overlay texture. Can't be any more expensive than dark mapping, can it ? :) Mark > 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 > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |