how was this done?
category: offtopic [glöplog]
Indeed :)
Quote:
Yes, Spaceballs used precalced and preclipped polygon data that they load, like Quartex and some others.SpaceBalls - Wayfarer - Youtube
If I may add a question here: I know what a skybox is. But how does one animate it? Are the texture moved along the cube?
paldepind: nah, you just have several skyboxes as animation and switch between the frames.
what Gargaj said.
paledpind:
due to slower machines and lesser memory, that was a way to do something that would look impressive. (hey, the camera moves, wtf? :D)
today you could make a twist and make more sophisticated texture-renderings in realtime - not even make the animations static but actually make something else happen at the same time - as long as the textures are seamless with the adjacent textures in the same cubemap. to elaborate: the frames dont necessarily have to go from 0--->64 (or whatever), but rather be an own backbuffer/texture rendering.
I wonder if something like this was done in Megablast/Orange, it could have been another technique, but i wouldnt be surprised.
paledpind:
due to slower machines and lesser memory, that was a way to do something that would look impressive. (hey, the camera moves, wtf? :D)
today you could make a twist and make more sophisticated texture-renderings in realtime - not even make the animations static but actually make something else happen at the same time - as long as the textures are seamless with the adjacent textures in the same cubemap. to elaborate: the frames dont necessarily have to go from 0--->64 (or whatever), but rather be an own backbuffer/texture rendering.
I wonder if something like this was done in Megablast/Orange, it could have been another technique, but i wouldnt be surprised.
Quote:
While at it...how hard was the only effect there was in Spaceballs-State of the Art?
I am talking of the Cube-grid towards the end ofcourse!
This uses the same "anim player" (interpolated line drawer) as everything else in the demo.
Quote:
Quote:Yes, Spaceballs used precalced and preclipped polygon data that they load, like Quartex and some others.SpaceBalls - Wayfarer - Youtube
In the case of Wayfarer... this is utter bullshit.
Mobile is a different case of course. :)
@paldepind: For each frame you would normally render in your favorite 3D program, you render all 6 directions. Yes?
This way you end up with (exactly what Gargaj said) a cube-map/skybox-map per frame. Yes?
:)
This way you end up with (exactly what Gargaj said) a cube-map/skybox-map per frame. Yes?
:)
Hardy: Wayfarer was released before sota ;-)
Thanks for the answers to all of you! I'm not sure what "having several skyboxes as animation" means. You use a texture for the skybox right? So is it the texture that's animated?
rudi: Yes, it really is quite impressive that the camera is moving! Or as least that it looks that way.
rudi: Yes, it really is quite impressive that the camera is moving! Or as least that it looks that way.
Code:
SetSkyboxTexture(textures[(frame++)%animation_length]);
paldepind: Indeed, the textures are animations.
palepind: look here.
Yes! I get it now :-)
Thanks for explaining!
Thanks for explaining!
So, does this mean that scandinavian flags are cube map templates ?
No. The proportions are all wrong.
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