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jerry2

about Scene Texture mapping

6 posts in this topic

how to make a suitable and comfortable scene texture mapping?and the texture must be seen at any watcher position. jerry2
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why?no one knows?though it''s a simple problem,but.......
plz tell me.......

jerry2
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Oh,my mistake,i''m very sorry!

my meaning:as we all know, we can make a background for a scene.for example,the mountains in a distance in NFS r made of the texture,and it''s mapping as the background,so we can see the mountains stand beyond,like the true mountain model.

i think it can be mapped on some very big polygons,and then put them into the scene to be as the background.

but i think this way is no good.i think there may be a better way to make it.
every body, do u understand it?

jerry2
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It is probably a texture mapped on a quad. Note, the quad doesn''t have to be a square mile in size and a couple miles away: It''s just rendered first, without zbuffer writing.
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ok.....i see. does that mean we make a screen,and the texture for background we want is mapping on that?

jerry2
Programming,make a whole new world.
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load in your texture say a 256x256 sized one (though thisll result in a bit of stretching to get rid of the stretching use the top 3/4 )
ok load in your texture + now u want to draw this texture over the whole background right?
goto the faq http://www.frii.com/~martz/oglfaq/ + check out question 9.090
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