Procedural Textures?
Does anyone have suggestions of places that talk about the creation of procedural textures using directx. With examples? Besides the SDK?
Also, are procedural textures the only way textures are animated in directx; if not could someone list a few other commonly used techniques.
I might not have understood your question perfectly, but if you are meaning, textures on geometry that can pan, rotate and scale then the answer is no. I don't know exactly what procedural textures are, but animating texture what I meant can be done by changing texture U, V and if there W coordinates of the geometry for each triangle.
I hope this helped you somehow.
I hope this helped you somehow.
for animating a texture you can just create multiple textures and change the texture to the next one every x frames...this is(/was) mainly used for explosions.
regards,
m4gnus
regards,
m4gnus
Quote:Original post by m4gnus
for animating a texture you can just create multiple textures and change the texture to the next one every x frames...this is(/was) mainly used for explosions.
regards,
m4gnus
What m4gnus says is a good way too. Yet in his example, in most cases there is one texture and only a part of the entire texture is draw. When the next frame is drawn an other/next part is drawn from the texture. This way you get an fluïd progression.
This is a texture what I meant:
Quote:Original post by DevLiquidKnightThere's nothing remotely DirectX-specific about procedural textures, so here's a book that has very good coverage of the topic.
Does anyone have suggestions of places that talk about the creation of procedural textures using directx. With examples? Besides the SDK?
Quote:Also, are procedural textures the only way textures are animated in directx;No, not by a long shot.
Quote:if not could someone list a few other commonly used techniques.
- Texture coordinate manipulation
- Texture cycling
- Streaming video to texture
- Manipulating sampled colour in pixel shader using a time constant
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