hi,
what’s the difference between tcgen vector and tcgen ivector? I finally kind of am getting a grip on vector, now i’m wondering what ivector does.
fraco
hi,
what’s the difference between tcgen vector and tcgen ivector? I finally kind of am getting a grip on vector, now i’m wondering what ivector does.
fraco
omg,
sorry - a case of RTFM. I did read the manual, but didn’t notice that.
thnx for the reply
fraco
[EDIT] old_fellow, where you from? I’m from Hoeilaart (be)…
I know the difference between ivector and vector, but the new keyword seems to be different.
Please somebody clarify, is q3map_tcGen a global keyword?
The original tcGen was a per-stage keyword. At least, that’s how I’ve been using it.
q3map_tcGen is a global shader keyword. It only applies to the compilation phase.
If your shader has static texture projection, it’s faster to use q3map_tcGen/q3map_tcMod to set the texture coordinates in the BSP rather than having the renderer calculate them every frame.
y
My shader uses two different images with two different tcGen parameters -
One plots the texture against the ground and the other plots the texture against y or x, basically it creates long streaks of red and orange and brown, like sandstone … kind of
http://users.sisna.com/tokyopop/shot0012.jpg
If I use the global keyword q3map_tcGen, the textures are calculated during the map compile, but I have to lose one of them, can I use cloneshader to grab the other q3map_tcGen’d texture and put it in, will this be nicer to my video card?
It sounds like it would be the same, but I think I am missing what is going on during compile.
I’m not answering your question here, sorry. Just had to say: wooha, that’s one cool terrain you have there
fraco
Nice!
I’d recommend using q3map_tcGen for one set of texture coordinates, and then a per-stage tcGen for the horizontal streaks.
Also, make sure your shader has q3map_nonplanar and q3map_shadeangle 90 or so…then the faces will be meshed together into nice meshes, saving r_speeds considerably for that scene.
y