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Topic: decals (Read 3712 times)
fireside
double
Posts: 607
decals
«
on:
October 10, 2010, 09:22:08 pm »
I was wondering how you put decals on terrain surfaces. Is it a textured quad put just above that has transparency?
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EgonOlsen
Administrator
quad
Posts: 12297
Re: decals
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Reply #1 on:
October 11, 2010, 07:07:55 am »
At least that's what i use to do.
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fireside
double
Posts: 607
Re: decals
«
Reply #2 on:
October 14, 2010, 11:29:23 pm »
Is there a way to get it closer to the terrain and still render? I can get it within 4. I tried setSortOffset, but didn't get any change. This wouldn't be for z, but y. It's something that needs to move around. The terrain is just flat for now.
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Last Edit: October 14, 2010, 11:32:07 pm by fireside
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EgonOlsen
Administrator
quad
Posts: 12297
Re: decals
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Reply #3 on:
October 15, 2010, 07:48:26 am »
If you are coming close, you might run into z-fighting trouble. There's no real way around this.
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fireside
double
Posts: 607
Re: decals
«
Reply #4 on:
October 15, 2010, 05:23:25 pm »
You sort of intimated that you do decals in a different way. Would that work if the decal had to move around? I was trying to do a turn marker but it looks a little like a hula hoop. I could rescale everything, but I'd probably mess it up worse than I have already.
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Last Edit: October 15, 2010, 05:52:25 pm by fireside
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EgonOlsen
Administrator
quad
Posts: 12297
Re: decals
«
Reply #5 on:
October 15, 2010, 08:33:50 pm »
When using the hardware renderer, projective textures might be an option. But to be honest, i would simply go with a textured quad on top of the ground. Should be possible to make this look pretty good.
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fireside
double
Posts: 607
Re: decals
«
Reply #6 on:
October 15, 2010, 10:49:19 pm »
OK, I'll give it some more thought, then.
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