Bug #606
Shiny texture coordinate issues
0%
Description
Projecting shiny texture coordinates on quads isn't working particularly well currently as two adjoining surfaces with different dimensions end up with non-continuous texture coordinates resulting in quite noticeable seams.
Perhaps we should rethink how we handle this (in 1.9.1).
Maybe we should use the main texture coordinates but then manipulate the texture matrix directly? Which would allow us to avoid having to store another set of texture coordinates.
Or better still, create a cubemap out of the shiny texture and produce texture coordinates via glTexGen?
We'll need to rethink this anyway once we are freezing chunks of the map.
Labels: OpenGL Renderer
Related issues
History
#1 Updated by skyjake about 11 years ago
- Tags set to Renderer, Materials
- Parent task set to #7
#2 Updated by skyjake about 11 years ago
Shininess/reflections should definitely be handled with shaders and reflection/cube maps.
#3 Updated by skyjake almost 9 years ago
- Category set to Enhancement
- Target version deleted (
1.8.6)
#4 Updated by skyjake almost 9 years ago
- Parent task deleted (
#7)
#5 Updated by skyjake almost 9 years ago
- Related to Feature #7: Next-gen renderer (codename "Gloom") added
#6 Updated by skyjake over 7 years ago
- Target version set to Rendering
#7 Updated by skyjake over 7 years ago
- Status changed from New to Closed
- Target version deleted (
Rendering)
On second thought, closed as obsolete.