#Maps,depth que
4 messages in this thread
I am mapping one .FLI file and one still image onto faces of a pyramid
with both the flic and the image having depth que set to hide the back
edge of the "floor". When I render the final image in 640×480 (haven't
tried other resolution) I get a row of bright pixels, with colors
related to the flic/tga, along the upper edge of my flat mapping icon.
The mapping icon doesn't cover the whole face of the pyramid. Should I
redo the map image/flic so that I can cover the face with the mapping
icon and still get my objects centered on the face.
Thanks,
Ted Boardman
Ted, it's pretty tough for me to tell you exactly what to do without having
the .3ds file in front of me, but here are some things you can try:
– enlarge the mapping icon so that it covers the face of the pyramid.
(if it doesn't, then the map will repeat itself) If you don't want
to do this, then follow the instructions in the manual for using a
"decal" map. (remember that a decal has to be surrounded by RGB 0,0,0
pixels)
– It sounds like you're rendering in 8-bit mode. Can you try it on
a 24-bit display? Sometimes when there aren't enough colors in 8-bit
mode, you can get some harsh artifacting. When you use depth-cueing,
you require a LOT more colors to represent the depth-cue, which tends
to max out the 256-color palette.
– G
Gary,
Sorry its taken so long to respond to your response. I don't have
the 24 bit capability at this time so I tried enlarging the map, which gets
rid of the artifacting on the icon edge but distorts the image or makes it
too large for the surface.
The materials are decals and it appears to me that depth cueing
doesn't necessarily go to RGB 0,0,0 at the outermost edges. Black is not
"black". My best option with the least trouble is to rerender the flic/pic
with depth cueing disabled.
Thanks
Ted
Depth cueing is variable, and will give you 0,0,0 results on a 24-bit frame
buffer. Again, you're running up against the limits of 8-bit color
compression. I hope you get the result you're looking for.
– G