q3map_tcgen ivector


(ratty redemption) #1

if we`re using q3map_tcgen ivector, is there any point using q3map_globaltexture?

I`m also using tcmod turb and scroll, do they need the globaltexture or does the ivector override it?

andwhen using tcgen environment, is there a faster way to scale tex other then using tcmod scale?

iirc, ydnar said the old scale was slow compared to q3map_tcgen ivector and tcgen vector, but those don`t seem to work with environment, I guess the new scaling overides environment mapping?


(ydnar) #2

Not sure why you’d want to scale an envmap…

q3map_globalTexturedoes one thing: it disables texture coordinate biasing on drawsurfaces. Q3Map1 only biased brush faces, but there were a couple issues (aligning jump pads, for instance). Q3Map2 does good biasing of all surfaces unless the shader has q3map_globalTexture.

It’s necessary if you plan to use tcMods on complex surfaces in-game to prevent tearing/gaps/seams.

y


(ratty redemption) #3

this is the kinda scaling Ive been doing with the "reflective" type stage of my water shaders... they are working fine, Im just seeming if I can optimize them further.

tcgen environment
tcmod scale 2 2

and in other shaders I`m scaling the same image with these kinda values.

tcmod scale 2 0.5

would it be better to scale the tex in my paint prog and use different images rather then tcmod scaling them in the shaders?

q3map_globalTexture does one thing: it disables texture coordinate biasing on drawsurfaces. Q3Map1 only biased brush faces, but there were a couple issues (aligning jump pads, for instance). Q3Map2 does good biasing of all surfaces unless the shader has q3map_globalTexture.

It’s necessary if you plan to use tcMods on complex surfaces in-game to prevent tearing/gaps/seams.

ah, k I think I understand that, thanx ydnar.