You know i never really thought of it like that - how stupid!
Thanks, thats helped alot with my "scale issue" :) What far-plane clipping distance do you use with this?
Matt
Highlighting polygons
Right now I'm using a near of 20 and a far around 1500 to 3000. I haven't actually decided completely on the setup for that. I'll have to wait until I can see what all situations my camera will be in before I finalize it.
If I decide to keep the camera in the air, I can probably turn the near distance up even more. But then other situations may arise, like projectiles or other objects being tossed really close to it. I don't want them to intersect the camera from really far away. The far distance is less important. I just need to figure out how far the player should really be able to see. And again, if the camera is looking mostly down, I should be able to turn it down quite a lot.
So if I were you, I would just experiment to find something that works until you get most of your camera system designed and running.
If I decide to keep the camera in the air, I can probably turn the near distance up even more. But then other situations may arise, like projectiles or other objects being tossed really close to it. I don't want them to intersect the camera from really far away. The far distance is less important. I just need to figure out how far the player should really be able to see. And again, if the camera is looking mostly down, I should be able to turn it down quite a lot.
So if I were you, I would just experiment to find something that works until you get most of your camera system designed and running.
Jiia,
i was just wondering, that terrain looks amazing.
is that runnable in a game? real time?
Ramy
i was just wondering, that terrain looks amazing.
is that runnable in a game? real time?
Ramy
I have a freeform camera at the moment but as my game is an RTS i'm not sure if it is really needed.
However, I like the camera freedom Ground Control 2 and Rome Total War give you, so am tempted to keep it. Does make the terrain design a little harder though as i am quad tree culling, which is fine for the more angled views but the far distance views slow slightly. :(
Thanks for the info though, it helps alot.
Thanks,
Matt
However, I like the camera freedom Ground Control 2 and Rome Total War give you, so am tempted to keep it. Does make the terrain design a little harder though as i am quad tree culling, which is fine for the more angled views but the far distance views slow slightly. :(
Thanks for the info though, it helps alot.
Thanks,
Matt
I really liked your Gui. It looks really good.
Is it possible to know what kind of blending you are using for the window to make it grey but at the same time transparent.?
Thanks from a newbie.
Is it possible to know what kind of blending you are using for the window to make it grey but at the same time transparent.?
Thanks from a newbie.
Quote:Original post by ramy
i was just wondering, that terrain looks amazing.
is that runnable in a game? real time?
Thank you. And yes, absolutely. You can see in the screenshot, I'm getting around 80 frames per second (it's normally around 120, but I was drawing all of those transparent quads). That's with all vertex and index buffers rendering from system memory. Within the game, it will be much faster.
Quote:Original post by Sko44
I really liked your Gui. It looks really good.
Is it possible to know what kind of blending you are using for the window to make it grey but at the same time transparent.?
I use the D3DXSprite object to render all interface graphics. You just pass it a D3DColor value and the texture of any sprite is multiplied with the color.
Oh, and you have to enable transparency with..
Device::SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE/FALSE );
Currently I have a 1x1 texture that gets stretched and modulated with color to draw rectangles and lines. I know it would be possible to get the same effect with no texture at all, but I've had some trouble doing it with D3DXSprite. So right now, it's a little hacked.
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