![]() ![]() ![]() Obviously, when the viewpoint zooms in beyond a certain point you should start to blend in some real geometry, but at that point the majority of your units will have been frustum culled out anyway, so your poly budget remains reasonably constant. The Official PUBLIC BETA RELEASE of Warcraft Total War, worked on heavily since maCD-version of Medieval II is what we developers are using, and so it is recommended - but mod should work for Steam as well - even though we may not be able to help you with issues then. This will give a psuedo solidity to the sprites. With VBO, he can selectively update bits of a vertex array with minimal performance impact.Īnother frig would be to have a separate texture for each viewing angle (to a reasonable angular resolution) and simply change the texture you bind to when the viewing angle changes beyond a certain point. No, he’d have a single texture with all the units frames of animation in it, then simply change the texture coordinates of each unit to access the relevant frame of animation needed. PC / Computer - The 1 source for video game sprites on the internet Wiki Sprites Models Textures Sounds Login. Given a lot of different units, and the fact that they all won’t be doing the same thing at once (12,000 archers, aren’t all going to be firing arrows at the same exact time - likewise with cavelry and infantry for example) you’d possibly end up thrashing constantly swapping textures in and out
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