model 1 look and help from Ian

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model 1 look and help from Ian

Postby solitarius576 » Sat Aug 06, 2022 11:46 pm

s.png
s.png (124.77 KiB) Viewed 316 times

d.png
d.png (99.59 KiB) Viewed 316 times

In the past Bart steered me in the right direction, showing which files I should look at, when I wanted to disable texture filtering.
I always liked the untextured sega model 1 look, so I wanted to see how model 3 will look like this.
I know this is trivial for Ian and other programmers, but I'm not a programmer. (I replaced those xi and yi variables in the texture decode switch case, into x and y hoping that it will sample just one color).
Anyway what I wish to ask from Ian is that it would be difficult to implement a dominant color selection. What I mean is that when you have a texture, that texture will become a single colored texture(the color being the dominant color from the texture)
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Re: model 1 look and help from Ian

Postby Ian » Sun Aug 07, 2022 1:42 am

Google mipmapping. The last mipmap is an average of the whole texture.

In the shader it's probably texture lod level.
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Re: model 1 look and help from Ian

Postby solitarius576 » Sun Aug 07, 2022 6:16 am

thx Ian, I managed to do it
i modified fLevel in textureR3D in R3DShaderQuads.h
funny side effect, Akira has green hair in vf3:)
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Re: model 1 look and help from Ian

Postby Bart » Tue Aug 09, 2022 10:29 pm

This is really cool! The legacy engine had the ability to load shaders from a file on disk at runtime. Maybe we should bring that back for the new engine, too.
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