Re: Support for Legacy's "mist" trick
Posted: Thu Jan 28, 2010 23:52
Couldn't the water effect like that be done via Shaders?
From an old interview: "If you had to get rid of all the new Legacy features except one, which one would you keep?"Graf Zahl wrote:On a related note: I had a look at the setcorona code. Again the same style: All over the place, no thought put into it, ugly as hell and totally unusable. For example, the y-offset they set for their lights seems to come out of nowhere. I have no idea what they used as the origin. Maybe the center of the sprite graphic but I'm not really sure as that code makes my head hurt, bad as it is.
Sometimes I wonder how that engine could even work to the degree it did - which wasn't very high...
That would explain a few thingsThierry 'Hurdler' Van Elsuwe wrote:"The one users and map authors like the most. But I want to keep dynamic/static lighting as well because that's the first new features I added to Legacy (with coronas), a few weeks after I joined the team. I had no idea on how to do that when I started coding it, but it went well quite quickly (probably thanks to my math teachers)."
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// Bp; je comprend pas, ou est la rotation haut/bas ?
// tu ajoute un offset a y mais si la tu la reguarde de haut
// sa devrais pas marcher ... comprend pas :(
// (...) bon je croit que j'ai comprit il est tout pourit le code ?
// car comme l'offset est minime sa ce voit pas !
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// Bp; I dont understand, were is the up/down rotation
// you add an offset too y but if their you louk at it from above
// hit shoold not work... dont understand :(
// (...) okay I thinks that I've understanding this code its all roten?
// because as the offset is minimum hit dosent show!