[Kde-games-devel] mahjongg tiles...
Matthew Woehlke
mw_triad at users.sourceforge.net
Tue Jan 20 00:57:30 CET 2009
Inspired by Frederik's thread...
Part of the problem with rotating graphics is that the lighting gets
messed up. Unfortunately, I don't know an easy way to fix this besides
having four complete versions of each glyph... but there's another problem.
I started working on a 3D mahjongg a while back (haven't really gotten
further than the basic tile drawing, due to not having time to work on
it and being distracted by other things). The "best" way to get this
working right, assuming that the light direction is view-relative and
does not move around when the view is rotated is to break the glyphs
into two images - color and bump - and use a shader to do fake
displacement mapping (or at least an emboss effect), along with the
requisite lighting.
As a fallback, this should probably have a method that can make 'fake'
bumpmapped textures in case shader support is missing... but this could
also be used for 2D implementations; tilesets would then only need the
two sets of glyphs (one, if they don't mind being flat), and lighting
could be done in a library. (And, let's be honest, shadows should be
done in a library, also; what we have right now is half broken.)
Thoughts?
Even ignoring the possibility of 3D mahjongg, doing the 2D bits would
fix the shadow issues, fix the kmj problems, and allow for changing the
lighting angle in our existing games without needing multiple versions
of the artwork to do it. (And being able to ignore embossing/shadows
might be easier on artists, too.)
--
Matthew
Please do not quote my e-mail address unobfuscated in message bodies.
--
morphir: so much confusion :S kmake, kdemake, qmake make cmake etc.
logixoul: you forgot cmakekde :)
morphir: and bakemeacake
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