I implemented decal clipping for Lightfeather, if it would be helpful for anyone working on it here you can see my source at http://lightfeather.de/cgi-bin/hg/light ... lModel.cpp
Algorithm taken from an old article in Game Programming Gems 2 "Applying Decals to Arbitrary Surfaces". It's nothing terribly special (not like the link posted to the "high dynamic surfaces"). Just create extra planar geometry for the decal and if a triangle list is provided, clip it to all those triangles. Ideally you'd have an outside method of selecting the relevant triangles, otherwise clipping is very slow
Bullet marks on wall
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
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hey
does anyone have a demo that a person can just compile ? i really want bullet marks but cant seem to put something together.
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
-- https://github.com/netpipe/Luna Game Engine Status 95%
Ive just run the demo and it doesnt work for me. I just get a Linker error.
It looks simple but I cant get it too work. Any idea whats to blame?
Code: Select all
1>decalscenenode.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) class irr::video::SMaterial irr::video::IdentityMaterial" (__imp_?IdentityMaterial@video@irr@@3VSMaterial@12@A)
1>main.obj : error LNK2019: unresolved external symbol __imp__createDevice referenced in function _main
try removing my paths from the search directory's and some of the linux includes in build options the target was for linux.
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
-- https://github.com/netpipe/Luna Game Engine Status 95%