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[quote][b]in-engine map editor[/b] to keep all the maps of a texture in sync when painting[/quote]
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[quote][b]in-engine map editor[/b] to keep all the maps of a texture in sync when painting[/quote]
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2 |
Spring uses textures OpenGL internally, and only editing textures makes sense due to performance/implementation reasons.
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Spring uses textures OpenGL internally, and only editing textures makes sense due to performance/implementation reasons.
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It would be extremely inefficient to load images, modify them, save them as images and inform the engine to reload them again [u]each time you paint stuff[/u]. Not to mention that it would require a considerable amount of extra code to be implemented.
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It would be extremely inefficient to load images, modify them, save them as images and inform the engine to reload them again [u]each time you paint stuff[/u]. Not to mention that it would require a considerable amount of extra code to be implemented.
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4 |
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4 |
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5 |
The whole point of the in-game editor is that all changes should be immediately visible, which means that there's a need to implement functions for overriding specular/normal/emission/detail maps, like it's done for diffuse with Spring.SetMapSquareTexture here: https://springrts.com/wiki/Lua_UnsyncedCtrl#Rendering . If this is done, any changes to those textures made by editors will immediately be visible ingame.
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5 |
The whole point of the in-game editor is that all changes should be immediately visible, which means that there's a need to implement functions for overriding specular/normal/emission/detail maps, like it's done for diffuse with Spring.SetMapSquareTexture here: https://springrts.com/wiki/Lua_UnsyncedCtrl#Rendering . If this is done, any changes to those textures made by editors will immediately be visible ingame.
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6 |
The
major
implementation
difference
being
that
diffuse
uses
multiple
square
textures,
whether
the
other
maps
are
represented
as
single
opengl
textures,
but
that's
minor.
|
6 |
The
major
implementation
difference
being
that
diffuse
uses
multiple
square
textures,
whether
the
other
maps
are
represented
as
single
opengl
textures,
but
that
just
makes
it
easier.
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