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[quote] The shield graphic was changed to what you are seeing now for the exact reason that you couldn't see what was below them. Making them uniformly blue improved this.
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1 |
[quote] The shield graphic was changed to what you are seeing now for the exact reason that you couldn't see what was below them. Making them uniformly blue improved this.
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2 |
[/quote]
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2 |
[/quote]
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3 |
Incorrect. Engine shield drawing was replaced with LUPS drawn shields because the engine renders shields as segments, which allows them to be depth-sorted and visible in pieces rather than a whole sphere at once.
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3 |
Incorrect. Engine shield drawing was replaced with LUPS drawn shields because the engine renders shields as segments, which allows them to be depth-sorted and visible in pieces rather than a whole sphere at once.
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4 |
\n
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4 |
\n
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5 |
This is, surprisingly, leads to worse performance than LUPS which renders a single sphere.
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5 |
This is, surprisingly, leads to worse performance than LUPS which renders a single sphere.
|
6 |
\n
|
6 |
\n
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7 |
The
LUPS
reimplementation
didn't
receive
a
texture
for
purely
technical
reasons
of
@GoogleFrog
not
having
sufficient
bother
to
do
that
and
@ivand
deciding
to
construct
the
hyper-advanced
over-engineered
thing
you
see
in
the
video
all
at
once
rather
than
get
it
merged
piecemeal
(
e.
g.
texture
first,
impact
ripple
later)
.
|
7 |
The
LUPS
reimplementation
didn't
receive
a
texture
for
purely
technical
reasons,
as
far
as
i
can
tell
of
@GoogleFrog
not
having
sufficient
bother
to
do
that,
and
of
@ivand
deciding
to
construct
the
hyper-advanced
over-engineered
thing
you
see
in
the
video
all
at
once
rather
than
get
it
merged
piecemeal
(
e.
g.
texture
first,
impact
ripple
later)
.
|
8 |
\n
|
8 |
\n
|
9 |
[quote]How would you make shields look nice again without the stacking problem?
|
9 |
[quote]How would you make shields look nice again without the stacking problem?
|
10 |
[/quote]
|
10 |
[/quote]
|
11 |
Reduced opacity on top, where most camera rays fall from. Various frag shader tricks if you're Hackerman.
|
11 |
Reduced opacity on top, where most camera rays fall from. Various frag shader tricks if you're Hackerman.
|