Talk:Procedural Materials

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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

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 -- Pon

Doesn't need to, the imagedata is a direct pointer to the texture in memory (I Assume), but in any case if you edit a pixel it either immediately updates, or the engine does something with the VTFTexture after it calls the Regenerate method. You do not need to do anything else besides modify imagedata for your changes to appear, that I know. :) --ZeroDegrez 09:08, 26 Jul 2005 (EST)
Ah, ok cool, I missed that lol.-- Pon