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Multitexturing grrrrrrr
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Original Post
(sorry about my english
)
ok. I use ARB texturing in my engine.
But when I put it on a PC with a Voodoo card or an ATI card, it doesn''t work, lag, freeze, etc...
Me I have Gf4, so it work perfectly (for lightmap and radiosity map)...
So, I heard about MultiPass??
I just dont find any tutorial on it.
And with ARB i think i''m limited to 3 or 4 pass (I''m probably wrong).
So for my Decals (bullet holes, blood) on my walls, I need a lot of pass...
Can someone tell me how work the MultiPass technic or write a link to a tutorial explain it please?
Thanks.
For bullet holes I don''t think you need to multitexture every hole. You can just draw quads with depth testing off and with a small hole texture for every bullet hole.
Also the multitexturing extension is limited to the number of texture unit the graphic card got.
PS: How do you do that smile at the top of your post?!
"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"
Also the multitexturing extension is limited to the number of texture unit the graphic card got.
PS: How do you do that smile at the top of your post?!
"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"
But you should see the hole through the wall?! Don''t you?
And the bullet holes are very small so I don''t thing it is problem if the holes are near a edge of a wall.
, lol!
"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"
And the bullet holes are very small so I don''t thing it is problem if the holes are near a edge of a wall.
"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"
Turn depth testing off.
"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"
"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"
quote:
Original post by ShlomiSteinberg
Turn depth testing off.
"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"
and see every hole in every wall in the whole level? i really doubt he wants to see holes that are on the far side of a house. placing them not exactly on the wall but a little in front of it should solve any z-fighting.
Polygon offsets where invented just to manage situations like this.
the marks should be drawn just as any transparent particles, depthtest but not depthwrites, and with a small negative offset ( unless you draw the scene with a positive offset instead and the particles ''unoffsetted'')
the marks should be drawn just as any transparent particles, depthtest but not depthwrites, and with a small negative offset ( unless you draw the scene with a positive offset instead and the particles ''unoffsetted'')
I''ve been wondering for some time exactly what constitues a rendering "pass". I have read that NeHe tutorial several times, yet if it weren''t for the comments I could not have seen where one pass ends and the next begins. Are there any articles that explain this in a better way?
I understand you, I read the Nehe too. I finaly understand what is a pass.
You draw your wall (polygones), this is pass 1.
After you just redraw it but with you want. Shadow Map, Set Blend on and redraw the polygone on the other one. This is Pass2.
And you can redraw like you want. Pass3, 4 ,5
The difference with the and multitexturing, is that multitexturing you just have to draw the polygone one time, and put 3 stage of texture on it.
[edited by - daivuk on July 17, 2003 12:07:02 PM]
[edited by - Daivuk on July 17, 2003 12:07:41 PM]
You draw your wall (polygones), this is pass 1.
After you just redraw it but with you want. Shadow Map, Set Blend on and redraw the polygone on the other one. This is Pass2.
And you can redraw like you want. Pass3, 4 ,5
The difference with the and multitexturing, is that multitexturing you just have to draw the polygone one time, and put 3 stage of texture on it.
[edited by - daivuk on July 17, 2003 12:07:02 PM]
[edited by - Daivuk on July 17, 2003 12:07:41 PM]
I already use LEqual.
But I prefer the sugestion to disable writing to the z-buffer.
Now in my engine what I do its :
- enable Depth testing;
- disable writing to the depth buffer;
- Draw my wall and his original texture;
- draw all my decals on this wall (little polygone, like the screen shot above;
- draw my shadow map
- enable writing to the depth buffer;
- draw my radiosity map;
Work fine
Thanks all guys.
But I prefer the sugestion to disable writing to the z-buffer.
Now in my engine what I do its :
- enable Depth testing;
- disable writing to the depth buffer;
- Draw my wall and his original texture;
- draw all my decals on this wall (little polygone, like the screen shot above;
- draw my shadow map
- enable writing to the depth buffer;
- draw my radiosity map;
Work fine
Thanks all guys.
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