Jump to content
  • Advertisement
Sign in to follow this  
Dom_152

Mathematics of the graphical kind

This topic is 3543 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

The intricacies of 3d graphics maths are not my strong point and it's something I'm looking to improve upon. I was thinking about rendering geometry conforming decals using a pixel shader on a separate pass and then blending the colour buffer with the decal buffer to produce the final image. Now I was wondering how, given the decals centre position, its normal and a texture to use (could be optional, the decal could simply be coloured), to project it on the geometry being rendered. I think it has something to do with transforming the centre position into texture space and doing some texture lookups but I'm not sure. Could someone please explain it to me? Many thanks.

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!