Hellstorm Splash
Hellstorm Splash
Greetings; I'll have to chalk this one up as one of the those "learning experiences" -- I tweaked on this for quite a while but never quite got the look I really wanted. Still, it doesn't suck much
Hellstorm Battery -- it's the modern way to pronounce "territorial imperative"
As always, if the dev's want higher res PNGs of this or any of my other images, just ask.
Thanks!
Hellstorm Battery -- it's the modern way to pronounce "territorial imperative"
As always, if the dev's want higher res PNGs of this or any of my other images, just ask.
Thanks!
- lav_coyote25
- Professional
- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: Hellstorm Splash
yes please...
Re: Hellstorm Splash
freakin wallpaper'd
Re: Hellstorm Splash
Awesome O_O
Can you please render a 1024x1024 version? The game still has that lame restriction for backdrops that they have to be a power-of-two size in each dimension.
Can you please render a 1024x1024 version? The game still has that lame restriction for backdrops that they have to be a power-of-two size in each dimension.
Re: Hellstorm Splash
...we're still using a 3D renderer to render 2D graphics? Doesn't SDL have something we can use? This explains why even the menu gets less than 1 FPS on OpenGL-incompatible video cards.Per wrote:Awesome O_O
Can you please render a 1024x1024 version? The game still has that lame restriction for backdrops that they have to be a power-of-two size in each dimension.
Re: Hellstorm Splash
Hey this is beautiful (like other images you did)... Just one thing, why don't you put a darker background on your pics, just to give them a more warzone-style look? Not that the actual background has anything wrong
Re: Hellstorm Splash
The power of two texture thingie is an old OpenGL restriction.
Re: Hellstorm Splash
Thanks, folks!
Per: Isn't the 1:1 texture expanded to 4:3 for the window display, though? So that would mean what you need is a 4:3 image squished into a 1:1 format, yes? Eh, email me with what format & resolution you need; we'll figure something out.
Per: Isn't the 1:1 texture expanded to 4:3 for the window display, though? So that would mean what you need is a 4:3 image squished into a 1:1 format, yes? Eh, email me with what format & resolution you need; we'll figure something out.
Re: Hellstorm Splash
Yes, but the background shouldn't be a texture, it should be a 2D image and OpenGL shouldn't be involved at all.stiv wrote:The power of two texture thingie is an old OpenGL restriction.
Re: Hellstorm Splash
Yes, it is a legacy thing.
Re: Hellstorm Splash
How else would you render it?Zarel wrote:Yes, but the background shouldn't be a texture, it should be a 2D image and OpenGL shouldn't be involved at all.
OpenGL is used for everything, background, GUI, everything.
As for the limitation, we could get around it, since AFAIK, only really old gfx hardware don't support po2 textures.
The other option is make a bigger texture that is po2 that holds the actual data, then we can clip the needed data if we want.
It would just be more work...
The FMVs have the same limitation, since those are not po2, but the extension that I use it don't matter, which is why I bump up the requirements for openGL when we actually ship the FMV builds.
If you want to code a fallback, then be my guest, I am not sure it is worth the hassle, or the required time to code it.
and it ends here.