solving the distance ratio problem using opengl "w"

Need help testing contributed art or code or having trouble getting your newest additions into game compatible format? Confused by changes to data formats? Reading through source and wondering what the developers were thinking when they wrote something? Need "how-to" style guidance for messing with VS internals? This is probably the right forum.
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ttn
Atmospheric Pilot
Atmospheric Pilot
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Joined: Mon May 07, 2007 2:42 pm

solving the distance ratio problem using opengl "w"

Post by ttn »

i am a newbie to both vega strike & graphics programming. got the game but
don't have the source code(because bandwidth is slow & painfull). i heard someone talking about using 24 bit z-buffer because it's too hard to visualize objects in the far properly. i don't know whethere vega strike already have it or not, but here's a suggestion: size of an object can be a function(inversely proportional etc.) of distance from the camera. it can be easily done using opengl fourth coordinate(the "w" coordinate).
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