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Old 10-03-2004, 05:37 AM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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Any proposition for vertex color/shading (resists going into a tirade on EQ's use of emissive coloring).

Also, we need to tag certain polys as "solid" or "non-solid". For instance, the player can walk through the leaves of a tree.

Alpha transparency. Part of color?

As a side note, Quake files have shaders as separate and you assign them to vertices...

Edit #1: for frustum culling, you'll need bounding spheres in addition to bounding boxes (sphere culling should be the first step as it's way faster)
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