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 14:54:12 -0500 Organization: PlayStation Net Yaroze (SCEE) Lines: 20 Message-ID: <7p763l$i8s20@chuka.playstation.co.uk> References: <7p3hvm$i8s3@chuka.playstation.co.uk> <7p673k$i8s10@chuka.playstation.co.uk> <7p6lka$i8s14@chuka.playstation.co.uk> <7p6u1o$i8s17@chuka.playstation.co.uk> <7p6u8b$i8s18@chuka.playstation.co.uk> <7p75hu$i8s19@chuka.playstation.co.uk> NNTP-Posting-Host: 98A988B2.ipt.aol.com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Oops forgot something, When doing dynamic routines, you need a copy of the origional object so that you do not write over it. You may want to set certain animation structures that define milestones (much like keyframes) that guide the animation process. Then you just set these changes over time. That way you can use this effect on multiple targets without eating up all of your memory. The Tim (texture) is where the level of transparency is defined, so you might want to look into creating dynamic tim routines so you do not bog down your frame buffer with different levels of the transparent texture (unless this suites you better). You would have to move a new texture into the frame buffer for the object to be drawn, then move the origional back. It is up to you, but these are just a few ideas... Good Luck, Nathan