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  1. Path: Norway.EU.net!usenet
  2. From: patrick.hanevold@login.eunet.no (Patrick Hanevold)
  3. Newsgroups: comp.sys.amiga.programmer
  4. Subject: Re: Rippling waves in AB3D
  5. Date: 6 Apr 1996 17:34:44 GMT
  6. Organization: EUnet Norway
  7. Message-ID: <847.6670T1145T361@login.eunet.no>
  8. References: <4joqcu$dpo@news.internetmci.com>
  9. NNTP-Posting-Host: pc1.asker-pm2-1.eunet.no
  10. X-Newsreader: THOR 2.22 (Amiga;TCP/IP)
  11.  
  12.  
  13. >Does anyone know how the surface waves in AB3D were accomplished?  I'm
  14. >referring to the first AB3D, not the killing grounds.
  15.  
  16. On the walls they have a scaling factor for each vertiacal line on the texture
  17. (under the water) that they animate I believe.
  18. Drawing the floor is a pice of cake, as you "scale" the coordinates for each
  19. horisontal line.
  20. (Noticed that the waves only can go backwards?)
  21. They allso have a transparent scrolling texture on the water.
  22.  
  23. -----------------------------------------------------------------------------
  24. ..    Patrick Hanevold - VR developer - patrick.hanevold@login.eunet.no   ///
  25. ....  Amiga and official Be developer - Visual Technologies           \\\///
  26. ......          41F900DFF0001168000601810828000A001666F24E75           \X//
  27. ----------------- A1200/030/50MHz/18MB/1.3GB Iomega ZIP ---------------------
  28.  
  29.