Talk:Procedural Materials: Difference between revisions
		
		
		
		
		
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| Wait a tick... What happens to imagedata? After the x/y looping, it would seem that it doesn't go back into the texture :S --[[user:Pon|Pon] | Wait a tick... What happens to imagedata? After the x/y looping, it would seem that it doesn't go back into the texture :S -- [[user:Pon|Pon] | ||
Revision as of 00:04, 26 July 2005
Dude. Woah. --TomEdwards 13:35, 22 Jul 2005 (PDT)
You can use these for skyboxes, yeah? --Pon
I don't think so. Sky-textures are special materials --King2500 06:09, 23 Jul 2005 (PDT)
Hmm, that might be worth trying. --ZeroDegrez 06:28, 23 Jul 2005 (EST)
Yes, they can be used as skybox textures ;) It's pretty cool watching Red vs. Blue in skybox, lol --ZeroDegrez 10:40, 25 Jul 2005 (EST)
- What we need is an animated cube of roiling, rain-drenched thunderclouds, complete with lightning... --Cargo Cult 08:21, 25 Jul 2005 (PDT)
- Now you're talking.  Someone get to work on a procedural cloud image generator. Not it! --ZeroDegrez 4:40, 25 Jul 2005 (EST)
- If I recall correctly, www.shader.org had some pretty nifty cloud shaders... It shouldn't be that hard to port one to C++... And a couple might even be in HLSL :D -- Pon
 
 
- Now you're talking.  Someone get to work on a procedural cloud image generator. Not it! --ZeroDegrez 4:40, 25 Jul 2005 (EST)
imagedata
Wait a tick... What happens to imagedata? After the x/y looping, it would seem that it doesn't go back into the texture :S -- [[user:Pon|Pon]