Texturing ho-ha

Published May 05, 2006
Advertisement
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.





0 likes 5 comments

Comments

Programmer16
Dude, those look bad ass. Makes me want to play Doom lol. Keep up the good work!
May 05, 2006 11:05 PM
Stompy9999
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.
May 05, 2006 11:17 PM
Daerax
Viewtiful. Continue to show the people why if you want to make tools the go C# elsewise go C++ is pure nonsense. [grin]
May 05, 2006 11:17 PM
HopeDagger
Beautiful. Wonderful work, Scet!
May 06, 2006 08:44 AM
Scet
Quote:
Dude, those look bad ass. Makes me want to play Doom lol. Keep up the good work!


What, you're not playing DOOM?

Infidel.
May 06, 2006 11:42 AM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement