It is currently Fri May 31, 2024 7:04 am



Gary wrote:We got prop-fading. Look at prop_statics. But it's more expensive, so detail-props probably can't use it.
If you are mapper for L4D or later versions of the engine, LODs become less important on low-poly props.














Mr. Happy wrote:I remember discussing this with some people for something and actually seeing an example, I think there is a game that does this for an interesting effect where doorways elongate as you get closer (going from being flat to being holes).
Supposedly that method didn't cost any more since (begin non-coder explanation) everything was done in the vertex shader so the transformation costs the same as if it's not transformed at all.
Maybe I misunderstood but it seems as if you could use the vertex data of the higher lod to move (based on an interpolation between the two) the lod's of the lower poly lod without costing any extra since you are still only rendering fewer polygons so your fills are cheap.
(end possible nonsense)





Epifire wrote:Wait why would we be buying a new OS?

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