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Will this work?

Started by Oberon_Command Feb 26, 2005 at 11:36 AM 2 replies 650+ views
Original Post
Oberon_Command
Oberon_Command
I am writing a simple 3D racing game, similar to the original F-ZERO. I am wondering if this ground texturing algorithm will work: - project the ground texture texels - compute the screen coordinates - for each point, find out how many pixels are between the last point - draw the resulting polygon. This isn't terribly urgent, but I would appreciate your help.
superpig
superpig
Quote:
Original post by Oberon_Command
- for each point, find out how many pixels are between the last point


Pardon?
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
Oberon_Command
Oberon_Command
Well, like, you project the point of each texel, then you find out how many screen pixels there are between that pixel and the surrounding pixels, and turn that into a polygon.

Note: This isn't conventional texture mapping :)
Steadtler
Steadtler
Quote:
Original post by Oberon_Command
Well, like, you project the point of each texel, then you find out how many screen pixels there are between that pixel and the surrounding pixels, and turn that into a polygon.

Note: This isn't conventional texture mapping :)


Im not sure either of what you mean.

Also, as a rule of thumb, the different layers of a graphical engine should ignore the others, so you should avoid working in screen pixels when doing a texture mapping. Keep a nice, clean pipeline.

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