Looks nice, not very distracting or confusing.
Looks nice, not very distracting or confusing.
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Yep it just looks good, i'm surprised how well this combines with alpha transparency, i still have some weird problem that shadows don't work on nvidia cards (works on intel and amd tho) - i'll get that solved at one point too.
Next step will be to combine this with a lighting system, i will probably need to start using two render targets and combine results, because currently car fake shadows don't combine well with map shadows, and ligting is still nonexistent in the engine
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
Apparently i used GL_TEXTURE_COMPARE_MODE GL_COMPARE_R_TO_TEXTURE and GL_TEXTURE_COMPARE_FUNCset to GL_LEQUAL and that doesn't work on nvidia no matter what you try, it is not even needed if you use glsl - i'm not sure from what totorial i got that from..
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
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