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It's actually possible to implement shearing and rotation without having to clip every span individually, as long as the texture image is padded with transparent texels. This wasn't implemented yet, but will be.

The first usage of this new rasterizer will be on a preliminary implementation of a surface inspector; you look at a BSP surface, it gets outlined, and its texture is displayed in a 2D window with some info. It should be showcased this weekend.

Yes, the 2D rasterizer will support the same texture formats used by rigid BSP surfaces. This reminds me that features such as emissive maps, glassmaps and interpolated texture frame animations will all have to be supported. Thankfully they're fast to render.

I'll eventually also make it possible for the surface inspector to display other data such as a full 2D view of the surface's lighting cache. There are some uses for this, specially when the surface inspector start gaining editing abilities.

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