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  #1  
Old 05-19-2012, 06:08 PM
Crow Crow is offline
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Originally Posted by DustyPorViva View Post
Oh, and also even if you use one polygon, you can't emulate distance with it.
Why not?
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  #2  
Old 05-19-2012, 06:43 PM
DustyPorViva DustyPorViva is offline
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Originally Posted by Crow View Post
Why not?
Because you can only apply one texture to a polygon, and you'd need the have the Y scale of the image vertically get smaller towards the horizon. At least, that's how I figure. Either way Graal doesn't like skewing textures on polygons.
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Old 05-19-2012, 06:47 PM
Hezzy002 Hezzy002 is offline
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Quote:
Originally Posted by DustyPorViva View Post
Because you can only apply one texture to a polygon, and you'd need the have the Y scale of the image vertically get smaller towards the horizon. At least, that's how I figure. Either way Graal doesn't like skewing textures on polygons.
If you can set the UV coords independently from the vertex positions like I said earlier then you can do the exact same thing you're doing now with a single polygon. How do you set the UV coords?
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Old 05-19-2012, 06:58 PM
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Originally Posted by Hezzy002 View Post
If you can set the UV coords independently from the vertex positions like I said earlier then you can do the exact same thing you're doing now with a single polygon. How do you set the UV coords?
I don't think you can. Regardless, this is what it looks like when you apply an image to a skewed polygon:



The issue was brought up with Stefan a long time ago, but I don't think it will ever be fixed.
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Old 05-19-2012, 07:00 PM
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Originally Posted by DustyPorViva View Post
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  #6  
Old 05-19-2012, 07:02 PM
Hezzy002 Hezzy002 is offline
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Originally Posted by DustyPorViva View Post
I don't think you can. Regardless, this is what it looks like when you apply an image to a skewed polygon:

The issue was brought up with Stefan a long time ago, but I don't think it will ever be fixed.
You said it an earlier post you could :/

Anyway, if you can't set UV coords independent of their vertex positions, then the only increase in framerate that'll really help you is reducing the amount of draw calls. In your case that pretty much means the only thing you can do is reduce the amount of polygons. You should really scale the quality up from high to low as it approaches the horizon, though, with this technique it's the only room for speed improvements as far as I can tell.
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  #7  
Old 05-19-2012, 07:06 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Hezzy002 View Post
You said it an earlier post you could :/

Anyway, if you can't set UV coords independent of their vertex positions, then the only increase in framerate that'll really help you is reducing the amount of draw calls. In your case that pretty much means the only thing you can do is reduce the amount of polygons. You should really scale the quality up from high to low as it approaches the horizon, though, with this technique it's the only room for speed improvements as far as I can tell.
I misunderstood, but no I don't think you can mess with UV coordinates.

As for the quality, aye I have considered having near polygons larger, but that would involve a lot of core rework. Also, the problem with that is in order to better imply the distance of the ground towards the horizon, it also needs a decent polygon count.

I'm not really stressing over it. I don't run an awesome rig so anyone with decent gamer towers can probably run it at a 2:1 tile to polygon ratio.
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