lied, I'm adding this one last thing.
1) It's prerendered in 360, but it's irrelevent as even if you calculate it based off of 90, it's still impossible.
2) In most cases, the same texture is used (repetively) for 1 area. The full texture still has to be rendered and positioned correctly on each surface for it to all line up correctly.
The mips still have to be generated and rendered and applied to the correct surface. Rather or not it's terrain is irrelevent because, as you said, it works on all surfaces in the game.
I never claimed to know everything about the games. My main focus in on 3d rendering and texturing limitations.
So, why were you wondering where it came from?
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Try not, do; or do not.
[This message has been edited by Friend14 (edited August 08, 2003).]
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Emon:
Uh, 360 degree view? WTF kind of engine renders a 360 degree view? More like 90. And who the hell would use a texture for each polygon?? That would be insane and stupid. Texture projection is usually used to project a single texture across a large terrain, and is more efficient.</font>
Uh, 360 degree view? WTF kind of engine renders a 360 degree view? More like 90. And who the hell would use a texture for each polygon?? That would be insane and stupid. Texture projection is usually used to project a single texture across a large terrain, and is more efficient.</font>
1) It's prerendered in 360, but it's irrelevent as even if you calculate it based off of 90, it's still impossible.
2) In most cases, the same texture is used (repetively) for 1 area. The full texture still has to be rendered and positioned correctly on each surface for it to all line up correctly.
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Emon:
Actually, no, that's hardware mipmapping. It's entirely independant of terrain. It works on all surfaces in the game.</font>
Actually, no, that's hardware mipmapping. It's entirely independant of terrain. It works on all surfaces in the game.</font>
The mips still have to be generated and rendered and applied to the correct surface. Rather or not it's terrain is irrelevent because, as you said, it works on all surfaces in the game.
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Emon:
My apologies. But please, tell me, how much have you edited of these games? Do you understand the fundamentals of how their engines function, or have you only scratched the surface? Can you describe, in detail, the BSP, VIS and light processes of the map compilation in JO?</font>
My apologies. But please, tell me, how much have you edited of these games? Do you understand the fundamentals of how their engines function, or have you only scratched the surface? Can you describe, in detail, the BSP, VIS and light processes of the map compilation in JO?</font>
I never claimed to know everything about the games. My main focus in on 3d rendering and texturing limitations.
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Emon:
I wasn't referring to JK.</font>
I wasn't referring to JK.</font>
So, why were you wondering where it came from?
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Try not, do; or do not.
[This message has been edited by Friend14 (edited August 08, 2003).]
Math is infinitely finite, while the universe is finitely infinite. PI = QED