Quake 3 lightmaps - PVR Multi-Texture
- Anthony817
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- PH3NOM
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Re: Quake 3 lightmaps - PVR Multi-Texture
Thanks man!
That vid is an old build by now.
Here is a more current build, I posted on another thread here...
viewtopic.php?f=29&t=102506&p=1047897#p1047897
That vid is an old build by now.
Here is a more current build, I posted on another thread here...
viewtopic.php?f=29&t=102506&p=1047897#p1047897
- PH3NOM
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Re: Quake 3 lightmaps - PVR Multi-Texture
It is a hit on performance, but I am working on adding texture matrices into OpenGL.bogglez wrote:BTW I didn't check your vertex transformation assembly code in detail, but I think you didn't implement texture matrices. Maybe they would allow you to apply a cool effect.
But yes, in fact, this is a nice solution to creating the portal effect I was previously using
Spoiler!
Re: Quake 3 lightmaps - PVR Multi-Texture
If the texture matrix is identity you can just skip the transformation.PH3NOM wrote:It is a hit on performance, but I am working on adding texture matrices into OpenGL.bogglez wrote:BTW I didn't check your vertex transformation assembly code in detail, but I think you didn't implement texture matrices. Maybe they would allow you to apply a cool effect.
But yes, in fact, this is a nice solution to creating the portal effect I was previously using
2 UV coordinates can be trasnformed with a single 4x4 matrix.
You can also add a define to remove this feature..
And you'll probably transform very few UVs this way.
So I think it's definitely worth adding.
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- Anthony817
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Re: Quake 3 lightmaps - PVR Multi-Texture
I have a quick question about the Q3BSP_RenderArraysMultiTex() method. You seem to be using GL_TEXTURE0_ARB and GL_TEXTURE1_ARB, but you use renderNode.data[0].uv.x and renderNode.data[0].uv.z for each. Why is that?
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Re: Quake 3 lightmaps - PVR Multi-Texture
Hey man sorry for the confusion!
There are 2 uv sets per vertex. I simply used a generic 4 float vector type for storing both uv sets.
So here you can consider x, y components of the uv as u and v for texture0 and z, w are u and v for texture1
There are 2 uv sets per vertex. I simply used a generic 4 float vector type for storing both uv sets.
So here you can consider x, y components of the uv as u and v for texture0 and z, w are u and v for texture1