Material Defined Decals

Expanding and utilizing the engine via C++.
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Azaezel
Posts: 368
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Tue Mar 21, 2017 2:36 am
SSDR is a more GPU driven version of what we've got now (currently the cpu essentially breaks decals up into sub-strips and wraps em that way). While I'm aware of at least one person casually looking into that end in their free time, swapping underlying methodologies wouldn't have an effect one way or the other on sticking to a specific face while it moves around.
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Tue Mar 21, 2017 2:41 am
yea u still need to have an offset based on the object its attached to but i was just thinking that ssdr may have less of a hit on performance when there are a lot of particles maybe
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Mon Apr 17, 2017 9:12 pm
marauder2k9 wrote:yea u still need to have an offset based on the object its attached to but i was just thinking that ssdr may have less of a hit on performance when there are a lot of particles maybe


Senior moment meant decals here instead of particles.

In your fx github are u going to be adding the ability to have tire smoke and tire decals defined in the material?
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