Game Development Reference
In-Depth Information
Figure 3.1. Painting polygons to mark them as “hide-able” at runtime (left). The model
with marked polygons hidden, leaving gaps to be filled by damage geometry (center).
Filling the gaps with damage geometry (right).
Figure 3.2. Incorrect painting (top left) results in stretching polygons when applying
the technique at runtime (bottom left). Proper painting is applied to whole polygons
(top right), resulting in proper hiding at runtime (bottom right).
 
 
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