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-
- > If I write an alpha-channelling wall routine for Bad Mood that is treated as a
- > standard transparent wall, and uses the sector brightness as the inverse transparency
- > (alpha) value, we can simulate volume rendering effects such as torch beams projected
- > down from the roof in thin, translucent columns.
-
- > As long as the columns of light are used on an infrequent basis, and they are not
- > made too big (alpha channelling can slow things down when used over a large area),
- > I think the effect would be quite stunning.
-
- Well if we are to have specific Bad Mood levels designed that are optimised for slower
- machines then it would probably work quite well.
- Especially if it could be an option to have that effect switched on/off, unless it will be
- for a specifc Bad Mood levels only and wouldn't appear on Doom/Heretic WADs ...
-
- I can only think I know what it would make Bad Mood look like and that anything you seem
- to do to the engine looks really hot, then it might be good to do it.
- Is it possible to calculate the extra load on a base machine before it is coded - I mean
- we wouldn't want you to waste those few minutes in coding all these features to find out it is
- too slow ... :-)
-
- -Simon
-
- --
- Simon Yardley, Leicester, UK
-
- Internet: c4sy@dmu.ac.uk
- URL: http://www.cms.dmu.ac.uk/~c4sy/ *Have a peek !*
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-