![]() When I finish my game I will try to publish a small library and example with it Will take another look at your code but sadly I don't have enough time even for my projects Instead, on each frame I calculate the center position, the projected radius and orientation relative to the camera, and then do the UV mapping with a seamless texture using some X,Y offset which will achieve the rotation effect While this approach allows me to get nice simple effects with a small library behind, it is itself limited to some kind of operations, as I don't have really a 3D set of sphere points and texture the polygons. It all belongs to a set of utilities that I am developing for ARM devices with NEON coprocessors, which are the most common, but not all so it will be very limited in use. ![]() The code uses a tricky UV mapping for the sphere textures and lighting addition/substraction on the borders to give a more realisteic effect. ![]() The sphere rendering part is not really 3D.
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