On Aug 20, 2005, at 11:44 PM, Frank Condello wrote:
I've seen it done in Renegade successfully. Even shifting it by a
visible margin (from side view) seems to do the trick. The problem
may arise when using a lot of these overlays. I have noticed the
Z-fighting errors from a high angle and far distance, but having a
near visible margin seems to eliminate it.
Well that's the problem - it's an illusion that can easily break. You
can get away with this sort of thing in specific situations but
auto-generating the same effect for an entire map will be extremely
difficult (and again, once Quesa starts sorting those surfaces you'll
see major slowdowns).
Renegades is mostly successful due to the hand-creation of lightmaps
combined with some forced-perspective tricks to minimize depth sorting
errors. I'd rather have multipass than to try to algorithmically do
that in Quesa to avoid having a hit with transparent meshes.
==
Jeff Quan
jquan at mindspring dot com
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