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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?

#1
05/23/2006 (6:16 pm)
Ok i been investigating further to see how the cloacking was managed, i think this resource simply uses the cloacking texture procedures, maybe making cloacking not available (i cant tell).
But this is rendered in TSLastDetail.CC, depending on the fog situation, you have different functions that do near the same.