Game Development Reference
In-Depth Information
Figure 1.5. An image proxy of a door rendered with aliasing (left). The floor is flat
and specular to highlight the aliasing issue. The same with fully transparent texture
borders (right).
It should be noted that the choice of a quad geometry simplifies this step: a more
complex geometry would require more efforts in order to deal with aliasing.
Using image proxies for dynamic reflections. An image proxy is not restricted to a
static quad. By dynamically updating its position (for instance by attaching it
to a game entity), it is possible to handle gameplay events such as an opening
door ( Figure 1.6 ) . In this case the cubemap must not contain the scene geometry
represented by the image proxies, i.e., the door must not be present when gen-
erating the cubemap. We provide flags to our artists to specify the scene object
visibility based on the type of rendering (2D capture, cubemap, or scene).
We also use dynamic updates of image proxies to simulate character reflec-
tions. Character image proxies are just image proxies linked to the character's
main bones with a constraint along each bone's axis. In this case we use an
authored texture that consists in just a white sphere that can be tinted by char-
acters. During gameplay we update the character's image proxies based on the
transformation of their attached bones and link them to the current cubemap
( Figure 1.7 ) .
 
 
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