On Fri, 2004-02-20 at 19:08, Sean R. Lynch wrote:
> David Turner wrote:
> > How do you recommend doing "decals" on landscapes? For example, if a
> > bomb hits the landscape, I want that spot to be black and burned. I can
> > set an individual vertex to a black texture (well, with a few hacks to
> > Soya), but that's not very good when your scale is 1 Soya Unit = 1
> > meter. Here's what I'm looking for:
> > http://novalis.org/images/mockup/burned.jpg
>
> I think the best way to do this is to composite your decal with the
> current texture at that vertex and set the new texture to the composited
> texture.
But that will fade out as it gets further from the vertex, which is not
what I want. I could do that for all four vertices of the quad that it
hits, but if it hits near the edge....
Isn't there a better way?
> > Also, it's clear that landscapes are weak when dealing with cliff
> > faces. Should I (a) reduce my scale and use much bigger maps (which, I
> > assume, will have performance costs) or (b) put some sort of structure
> > "on top" of my landscape to represent cliffs?
>
> You can probably get away with using much bigger maps than you're
> currently using without too much of a problem. I think one unit per
> meter is fairly coarse. I think the LOD algorithm will handle this
> efficiently, though you may have to play with some of the parameters.
I'll try that when I get home -- I'm currently using a 129x129 map, and
think it feel like about half the size I want, so...
--
-David "Novalis" Turner Stalk Me: 617 441 0668
"Tatarsky had the idea that the phrase 'You can't wash away piss
with blood' would make a wonderful slogan for an all-Russian campaign
for Tide..." -Babylon, by Victor Pelevin
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