Non-projected textures?
Okay, so I have my skybox up and running.
It looks quite nice if I may say so, but,
there is a small amount of distortion which
sometimes is visible. You see that the 6
textures are projected onto the 6 sides
on(or more correctly inside) a cube, so
now I''m asking:
Isn''t there a way to use non-projected textures?
I read somewhere that Quake 1 used that for the characters to save some processing power.
Is that useful on a skybox or do I have to live with being square...
By the way, I''m using DirectX Graphics.
Thanks in advance.
If you are using a skybox, there are only 6 faces, and 12 triangles. Your video card shouldn''t have a problem drawing 12 triangles. The speed increase will be about 1 nano-frame per second
But if you still want to unproject the texture for some other purpose, there is a texture transformation you can apply to the texture (more commonly used for environment mapping though)
try the
D3DDevice->SetRenderState(D3DRS_TEXCOORDINDEX, xxxx);
function. Also, look at the sphere map enviroment mapping example in the sdk. They have an example of doing a transformation to a texture. Im sure that you could soup it up to make it unproject the texture
But if you still want to unproject the texture for some other purpose, there is a texture transformation you can apply to the texture (more commonly used for environment mapping though)
try the
D3DDevice->SetRenderState(D3DRS_TEXCOORDINDEX, xxxx);
function. Also, look at the sphere map enviroment mapping example in the sdk. They have an example of doing a transformation to a texture. Im sure that you could soup it up to make it unproject the texture
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