Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 2 of 2

Thread: Half-Life bulletholes

  1. #1
    Intern Contributor
    Join Date
    Jun 2000
    Location
    Nęstved,Denmark
    Posts
    51

    Half-Life bulletholes

    How is the bulletholes, burns and tags in half-life(could be ut or q3) applied to walls?

    Is it just a alpha blended quad thats a bit offset, and if it is, how do they avoid zbuffer errors?
    Live long and prosper!!
    Mac, amiga and linux suck!!

  2. #2
    Senior Member OpenGL Pro
    Join Date
    Jun 2000
    Location
    Shreveport, LA, USA
    Posts
    1,757

    Re: Half-Life bulletholes

    Pretty much correct, z fighting is eliminated by using glPolygonOffset (in OpenGL at least). Also these quads are generally clipped to the world geometry.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •