Path: chuka.playstation.co.uk!news From: "Nathan Miller" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: de-texturing objects Date: Sun, 15 Aug 1999 10:12:56 -0500 Organization: PlayStation Net Yaroze (SCEE) Lines: 28 Message-ID: <7p6lka$i8s14@chuka.playstation.co.uk> References: <7p3hvm$i8s3@chuka.playstation.co.uk> <7p673k$i8s10@chuka.playstation.co.uk> NNTP-Posting-Host: 98ADC088.ipt.aol.com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 >I was just wondering - what about temporarily loading a solid colour ( ie >all one colour ) - CLUT over the texture's. Or loading a solid colour >texture into the video buffer over the texture(s) used, but would this >effect all the objects using said texture? Yep, since they all access the same frame buffer address. >>I was wondering, >>I want to turn textured objects to a plain colour for a disintegrating >>effect in the new game I'm writing at the moment >>assign semi-transparency to the object. Would it be better to merely have a >>duplicate, plain-coloured model to swap with, or perhaps some dynamic tmd >>type routine? Depending on the level of effect that you want, you will have to decide which method to use. If you just want your model to blink and it doesn't take too much of your memory budget you could just use a copy of the model. If you are wanting a fade effect like in FF7, where the object fades from a textured object to some generic color (like red) then I would go with a dynamic tmd routine so you can adjust things like transparency levels and vertex colors. I hope that helps, Nathan