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Shades on an iso map with slopes?

Started by February 01, 2000 11:24 PM
0 comments, last by Somilth 24 years, 10 months ago
Hi, a few days ago, i posted a question on how to do slopes on an iso engine, Bracket helped me alot by showing me how it could be done in directx, I did it in software mode though because I'm using a multiplatform graphic lib that doesn't support any 3d apis, It sure doesn't look as good as it would in 3d but still it's better than my first version you can check a screenshot of the new version here: http://pages.infinit.net/somilth/test/Image2.jpg I did it like this : 1) get the y value for all 4 corners of my tile and give them a height based on the surrounding tiles heights 2) split my iso tile in 2 triangles which looks something like this (I hope it'll display well on the msg board) : ______y1________y1 ______o_________o _____oo_________oo ____o_o__and____o_o _y4o__o_________o__o_y2 ____o_o_________o_o _____oo_________oo ______o_________o ______y3________y3 3) I then map the left/right sides my "original" tile on these 2 triangles, and thats it i got slopes(Well it's shorter to explain than to do ) My question now is how would you apply shades on this kind of slopes implementation? On the screenshot you can see, i did a very dumb one, i add x to each pixel rgb values of my left triangle and trianglewidth-x to each values of my right triangle, I know it could look better if i improved it so that's why I'm asking. Any suggestions? And speed is not really an issue because I made some very efficient and memory hungry tile caching thingy Thanks Somilth Edited by - somilth on 2/1/00 11:26:50 PM
So you''ve written a simple 3D landscaping engine there then? It looks very impressive.

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