Well, now that I''m on my way to getting a 3D engine working, I had a couple of questions .
How would you suggest I do a sky? Any good tools for warping a texture to make it display correctly if you use a sphere, or do I not need to?
If I draw an object without rotating anything, can I be sure that it will always face the viewport? (I think this is true, but I haven''t had much time to test it)
Thanks in advance, if it matters any I''m using OpenGL.
Null and Void
It is an inexperienced programmer who speaks of the length of his works.
It is an experienced one who speaks of the briefness.
http://www.crosswinds.net/~druidgames/
Basic 3D Engine Questions
skyboxes are easiest for that type of thing. that''s what quake 1 and 2 used, don''t know about 3. for your second question you need to find a tutorial on billboarding. just search flipcode for a tutorial. I''m sure they have one.
JoeMont001@aol.com www.polarisoft.n3.net
JoeMont001@aol.com www.polarisoft.n3.net
Quake1 didnt use skyboxes, just a flat scrolling texture (on faces of a box in some maps), although the released code had skybox support from when id started testing Quake2 features in there.
how exactly does a skybox work, anyway? I want to set one up for d3d...I suppose you just make a giant texture-mapped cube, but this seems sort of clumsy (i.e. it''ll clip walls that are farther away than the size of the box). Anyone have any ideas?
Hi,
Solarbeam ... you don''t need to make a "giant box" =) you simply turn off your zbuffer, render the box, turn it back on and draw everything else. So even if the box is 1x1x1 in size it will still "look" behind everything else.
Rick
Solarbeam ... you don''t need to make a "giant box" =) you simply turn off your zbuffer, render the box, turn it back on and draw everything else. So even if the box is 1x1x1 in size it will still "look" behind everything else.
Rick
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