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- Path: Norway.EU.net!usenet
- From: patrick.hanevold@login.eunet.no (Patrick Hanevold)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Rippling waves in AB3D
- Date: 6 Apr 1996 17:34:44 GMT
- Organization: EUnet Norway
- Message-ID: <847.6670T1145T361@login.eunet.no>
- References: <4joqcu$dpo@news.internetmci.com>
- NNTP-Posting-Host: pc1.asker-pm2-1.eunet.no
- X-Newsreader: THOR 2.22 (Amiga;TCP/IP)
-
-
- >Does anyone know how the surface waves in AB3D were accomplished? I'm
- >referring to the first AB3D, not the killing grounds.
-
- On the walls they have a scaling factor for each vertiacal line on the texture
- (under the water) that they animate I believe.
- Drawing the floor is a pice of cake, as you "scale" the coordinates for each
- horisontal line.
- (Noticed that the waves only can go backwards?)
- They allso have a transparent scrolling texture on the water.
-
- -----------------------------------------------------------------------------
- .. Patrick Hanevold - VR developer - patrick.hanevold@login.eunet.no ///
- .... Amiga and official Be developer - Visual Technologies \\\///
- ...... 41F900DFF0001168000601810828000A001666F24E75 \X//
- ----------------- A1200/030/50MHz/18MB/1.3GB Iomega ZIP ---------------------
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