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I'm aware of TEVs -- I did write http://magcius.github.io/bmdview.js/bmdview.html after all, which compiles TEV back into GL shaders :)

My point was more that TEVs can't modify texture coordinates, since texcoordgen happens before the TEV stage. TEVs only specify how to blend vertex colors, texture samples, game-set registers and lighting results together using configurable formulas.



It's been a while, but I seem to remember there was an additional indirect texture unit for doing just this kind of stuff.


He mentioned this already:

> the only method of texture warping is INDTEXMTX, which was only used for the heat effects in Dragon Roost Cavern




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