GL.DRAWS3O

GL.DRAWS3O

Requests for features in the spring code.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

GL.DRAWS3O

Post by Argh »

Basically, I'd like a new callout, that would draw a S3O- any S3O that we want to. It would expect the parameters:

position xyz
angle xyz
useSpringS3OShader (boolean)
texture1 (if boolean TRUE)
texture2 (if boolean TRUE)

If FALSE, then use GL.COLOR and GL.TEXTURE.

That step, by itself, would give us multitexturing. And the "build your unit" systems, visual upgrades for Units, etc. could just be animating a bunch of points that would be used to place S3Os in the gameworld.

And for visual-effects designers, they'd be able to use meshes with uvmap coordinates, etc.

I think that this would solve a huge number of problems, if we could treat S3Os as content, basically.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: GL.DRAWS3O

Post by Warlord Zsinj »

I'd like to add my support for this, it would help IW with a few things that we'd like to do as well.
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: GL.DRAWS3O

Post by jK »

I don't think you both know what you are talking about.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: GL.DRAWS3O

Post by Pressure Line »

jK wrote:I don't think you both know what you are talking about.
agreed.

I should probably get back to work on what i was doing earlier in the year, but meh.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: GL.DRAWS3O

Post by Argh »

:roll:

S3O should be treated like a texture- it's a piece of content we want to draw at a place XYZ. Making it easier to treat it as a piece of content, and not just as an integral part of a Unit, is a big deal.

At any rate... meh. I don't feel like arguing about it.

I'm working on getting up to speed with GLSL, and I'll do an OBJ ripper later, if I can find the time, which would basically solve that problem in another way- just load OBJ stuff into the ripper, turn into display lists, voila.

First priority for me is to get normalmaps for ordinary S3Os working. I've had half of it working twice now, with different approaches, although the end result still looks like arse. I'm sure I'll fumble my way through in the end :P
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: GL.DRAWS3O

Post by Warlord Zsinj »

Eh, I'd just like to be able to place large features on maps that will always render, even if the centre of the model is not necessarily on-screen. You can't do that with units currently. I'd also like to make this not have any hitsphere to speak of. So, as far as I understood what Argh was suggesting, the ability to render an s3o as a pure visual element without having any of the attributes of a unit would indeed be helpful.

(I'm essentially trying to make part of the surface of a map an s3o, so that I can have a detailed texture that will not be horizontally stretched, as well as specularity/reflection applied)
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: GL.DRAWS3O

Post by Pressure Line »

already

possible

afaik
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