Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

122 Neutral

About GalaxyQuest

  • Rank
  1. GalaxyQuest

    Shader Texture Translation

    FYI: I wanted to do something similar. But then, what about DELTA TIME between frames and different computer speeds. You dont account for that in your speed += .2 math. BE CAREFUL! So, for me, I bit the bullet and will just update a texture matrix outside and send it to the fx ptr. Im not a shader guy, so no suggestions on why you cannot do the if(blah) math++ stuff. - john
  2. GalaxyQuest

    3d tree creation for games

    I am a 1 man team, so modeling isnt my main thing, but I do have an artistic left half. So, I need to make some tree models for my world and am not sure how I should create them. For example, I am wondering if I should break up the tree into 2 seperate models: the solid stalk center as one, then all the leave folliage quads as another. Why? I am thinking that the stalk/trunk doesnt need alpha rendering so all models if this type get rendered in the non-alpha batches and can save some alpha testing. The leave/folliage model *is* rendered with alpha and will be batched at the end with all other alpha batches. Another concern is with shadow mapping trees. I am considering, using a low LOD billboard of the tree also as the shadow map for projection, instead of going through the model polys for possible speed reasons, if possible. Well, this is where I am at. I dont know if I should be worried about the alpha rendering or not. Im curious to know how you guys (or your artists) do things. :o/ - john
  • 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!