• Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

Texturing ho-ha

Sign in to follow this  


Well I spent most of today banging me head against a wall trying to figure out why my texturing was so messed up.
Turns out copy and paste code = bad

VertexArray[0].Tv = VertexArray[1].Tv = (float)SegmentReference.Side.Y_Offset / (float)Patch.Height;
VertexArray[2].Tv = VertexArray[3].Tv = VertexArray[2].Tv + ( (float)SegmentReference.Sector.Height / (float)Patch.Height );

2 and 3 are of course supposed to add on to the first two. Anyway I changed it to 0. Now everything except those damn unpegged textures are fixed, but those seem to be rare.

Here are some more screenshots. This time at 640x480 with linear filtering.

Sign in to follow this  


Recommended Comments

I would say copy and paste code accounts for 80% of my errors. However, I find myself writing such similar code...I can't resist!

It's really looking great. I'm definetly looking forward to seeing more of this.

Share this comment

Link to comment
Viewtiful. Continue to show the people why if you want to make tools the go C# elsewise go C++ is pure nonsense. [grin]

Share this comment

Link to comment

Dude, those look bad ass. Makes me want to play Doom lol. Keep up the good work!

What, you're not playing DOOM?


Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement