Angus Dorbie (dorbie++at++multipass)
Mon, 29 Dec 1997 11:48:40 -0800
> The exact distribution of r with depth would depend on the field
> of view and the information in the 3D texture, there's more than
> enough flexibility to apply what you need although you may have
> to scale everything since currently s & t are divided by r for
> the projective effect so a normalized projective texture would
> be required and you may need several slices in the 3D texture
> to get the dropoff right although you may want to have several
> slices in the 3D texture.
>
Just so this is clear, the normalized projective texture
coordinates are so that r spans a range of 0-1 to map the
range attenuation correctly to the scene.
This involves adjusting the texgen parameters feeding the
projective texture matrix (or transforming them in the same
matrix).
Cheers,Angus.
Cheers,Angus.
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