Below you can see the top-down view of a camera looking around at a mesh with 1 basic texture material on the ground and 4 separate shader materials on the spheres. The wire-frame is just for visualization.
Despite having the flu over the weekend I managed to implement a node tree class for my library. Since it's derived from the model base class and created using the static core model class, it can break apart models saved from the material editor. It was necessary to create this now as I will be using it in the real time cinema application next. In that application there is one large scene mesh that needs to be clipped.
Below you can see the top-down view of a camera looking around at a mesh with 1 basic texture material on the ground and 4 separate shader materials on the spheres. The wire-frame is just for visualization.
Below you can see the top-down view of a camera looking around at a mesh with 1 basic texture material on the ground and 4 separate shader materials on the spheres. The wire-frame is just for visualization.
Previous Entry
Spherical Retardedness Crushes My Soul
Next Entry
Wall
Advertisement
Latest Entries
OpenGL Indexed Geometry Buffer
1690 views
Cult of Gameplay
1273 views
Cross Platform Is Working
1361 views
Start up the engine
1313 views
Gathering some art
1238 views
Making a game
1184 views
ImageMagick Magick++ to HBITMAP using C++
2420 views
Problems != Good Sleep
1190 views
Cylindrical Texture Mapping
1364 views
Daemon (novel)
1296 views
Advertisement