Dynamic changeable player textures (OPENGL Question)
by Jorge Luis Gandulfo · in Torque Game Engine · 05/22/2006 (9:25 pm) · 1 replies
Hello and thanks for reading in the first place.
There is an excelent resource about this subject here http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9694 .
Even when it does solve the problem, i really checked a lot again and again the code, and im sure there should be something more simple to do, wich will demand less processing previous render.
My noob OPENGL Question:
Is there a way to draw a texture over the base texture just by using some opengl method?
In this resource code it used a blit custom made function.
What i didnt liked is the necesity of having this kind of declarations on the code ( StringTableEntry baseTextureName; ) and also the need to fill this variables when we can access a material list from the base shape.
Im sure this might be managed more on the fly in the Player::renderImage function on Player.CC ( for example cloacking is handled there very well) .
Any ideas on this?
There is an excelent resource about this subject here http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9694 .
Even when it does solve the problem, i really checked a lot again and again the code, and im sure there should be something more simple to do, wich will demand less processing previous render.
My noob OPENGL Question:
Is there a way to draw a texture over the base texture just by using some opengl method?
In this resource code it used a blit custom made function.
What i didnt liked is the necesity of having this kind of declarations on the code ( StringTableEntry baseTextureName; ) and also the need to fill this variables when we can access a material list from the base shape.
Im sure this might be managed more on the fly in the Player::renderImage function on Player.CC ( for example cloacking is handled there very well) .
Any ideas on this?
Torque 3D Owner Jorge Luis Gandulfo
But this is rendered in TSLastDetail.CC, depending on the fog situation, you have different functions that do near the same.