rendering importance
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
This is kinda irrelevant in this subforum, but as it stands.
My issues with sm3 are...
f keys when pressed look like spaghetti
I can't lay grass or the default trees
FLOURING tile size! Why can't I have the simple option of having the tile size be the exact size of the texture? Is that so hard (more of a rhetorical question here, mixed with a gripe)?
SM3 stretches non square tiles to be square, which means I have to find a new rock texture anyway.
So far, I can only get sm3 maps to work at map size 16x16 and 32x32.
Also, bump mapping from far away looks blurry (generalization).
With these small things in mind, it's almost not worth it to mess with atm. Which is why I stated previously that I didn't believe that sm3 was ready for public consumption yet. I'm also not trying to piss in anyone's (read JC's) coffee here, and any debunking/workarounds of the above mentioned points would be greatly appreciated.
Another thing that is needed is a bumpmap blend setting. We need to be able in the sm3 to control how much the bumpmap is blended into the map, preferably by a scale of 0.0 - 1.
My issues with sm3 are...
f keys when pressed look like spaghetti
I can't lay grass or the default trees
FLOURING tile size! Why can't I have the simple option of having the tile size be the exact size of the texture? Is that so hard (more of a rhetorical question here, mixed with a gripe)?
SM3 stretches non square tiles to be square, which means I have to find a new rock texture anyway.
So far, I can only get sm3 maps to work at map size 16x16 and 32x32.
Also, bump mapping from far away looks blurry (generalization).
With these small things in mind, it's almost not worth it to mess with atm. Which is why I stated previously that I didn't believe that sm3 was ready for public consumption yet. I'm also not trying to piss in anyone's (read JC's) coffee here, and any debunking/workarounds of the above mentioned points would be greatly appreciated.
Another thing that is needed is a bumpmap blend setting. We need to be able in the sm3 to control how much the bumpmap is blended into the map, preferably by a scale of 0.0 - 1.
what is osrts/ce anyway ? did they decide on the language yet ?
yhea there is a good chance to improve contribution efficiency if you write the code, so you don't have to spend 2x more time trying to understand someone else's, that's why I think the original people that wrote spring should be developing it and not new developers who will waste lots of time just figuring out what is happening in there.
I heard the osrts dudes want to use .NET for programming, lol?
yhea there is a good chance to improve contribution efficiency if you write the code, so you don't have to spend 2x more time trying to understand someone else's, that's why I think the original people that wrote spring should be developing it and not new developers who will waste lots of time just figuring out what is happening in there.
I heard the osrts dudes want to use .NET for programming, lol?
Ok I may have put it a little blunt, but seriously, we're not an helpdesk service or an online programming school (This applies to all your threads). I'm not here to answer every question of you. If you would be a skilled game programmer, contributing to spring wouldn't be such a hard task, but all the signs show otherwise.
Maybe work on a simple game first?
Maybe work on a simple game first?
These cards all have programmable pixel and vertex shadersmonohouse wrote:you know there are lots of people with non-programmable video cards, such as the Geforce 2 GTS 2, Geforce 3, Geforce 4 Ti 4600, pre-Radeon 9700's and the like, there is no chance that shader effects can be done without shaders ?
I remember myself coding asm for pixel and vertex shader for gerforce 2 GPU in xbox clearly..
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43