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Posted 27 May 2009 - 06:56 PM
Posted 27 May 2009 - 07:13 PM
Quote:Either way will work. For footprints I would prefer the first, since the terrain usually isn't rough at that level of detail, and a few thousand decals shouldn't slow anything down (that is the cost of one particle system, and static to boot).
Original post by szecs
The question is how.
1) Each footstep is a decal, which is unusable, or very hard to implement on rough terrain
2) All the footsteps are rendered to a texture and then multitextured on the terrain?
I'm sure this problem is solved already, but I can't find any info about it.
Posted 27 May 2009 - 07:53 PM
Posted 27 May 2009 - 09:03 PM
Posted 28 May 2009 - 02:48 AM