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Re: trimesh particles demo, version 2

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: trimesh particles demo, version 2
From: Frank Condello <developer at chaoticbox dot com>
Date: Sun, 8 Oct 2006 18:44:15 -0400
Delivered-to: listarchive at realsoftware dot com
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <33cbfa100610071045q4934211q824fcccd9cfc127b at mail dot gmail dot com> <46184AF5-5F39-40B6-9A4F-09A43CA8E21F at mindspring dot com> <31707A87-0E14-49EA-8445-E1A4FA396E2A at chaoticbox dot com> <4FC56E01-14CE-4162-AC1A-C3BC5F231A5D at mindspring dot com>
On 8-Oct-06, at 12:58 PM, Jeff Quan wrote:

On Oct 7, 2006, at 10:01 PM, Frank Condello wrote:
You guys might be thinking too hard. Start with the original quad, make it twice as big, move it by 1/4 the size along x/y to centre the upper left quadrant, double the UV resolution, then scrap the second triangle - e.g: <http://developer.chaoticbox.com/ triparticle.jpg> (the white square shows the original quad geometry)

I have to admit that your solution isn't obvious to me at all...

That's what I thought when I read through yours and Lars' posts ;) You're right though - there are many ways to skin a cat, and a polygon...

Frank.
<http://developer.chaoticbox.com/>
<http://macgameblog.com/>


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