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Crossfading Texturemapping Plans

People who examined Retroquad's source code may have noticed that I wanted to implement a texturemapping mode called "crossfading." It's a texturemapping mode that should smooth out texture transitions in a manner similar to terrain blending in the Quake 3 Arena engine. However, there's a number of reasons why it's difficult to implement:

However, today I had an idea of how to solve that. I won't get into specifics, but besides solving all those issues above, my implementation will also allow modders to implement crossfading texturemapping in closed-source maps. It will consist of a small in-engine WYSIWYG editor that saves the work in an external metadata file format that's compiled by the engine in specific caches upon rendering the map. Mappers will be able to modify textures, modify the geometry a little and recompile their maps in any BSP29-compatible way without having to redo the crossfading work.

Implementing this will take a lot of work, but will be easier than the whole work I've been doing on the raytraced dynamic lighting with pseudo-deviance, so I can do it.

But first, I gotta finish the pseudo-deviance optimizations.


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