Quote:
Originally Posted by Windcatcher
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...
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How would you suggest the vertex color/shading be done? Likewise, how would you suggest the shaders be done? I'm not quite sure how it should be done
