| | Quick Man said: | | I assume the metallic sheen to it is a simple light vector? Or is there something else going on? |
| | M3d10n said: | | There is no light whatsoever: it's all in the texture. |
It would work this way. In Wipeout 2097, there is all in the texture. For Sonic R, I can't tell, since it seems to use all software rendering. But for my TC stuff, there is no difference to normal polygons. Hence I can apply gouraud (in fact it's used in TC#3) and everything else.
| | Quick Man said: | | That explains how Sonic R does it - the model rotates while the texture stays in the same place. |
| | M3d10n said: | | The texture just doesn't stay in place. The texture coordinate for each vertex is re-calculated based on the vertex screen position and it's screen normal at every frame. |
Everything is relative. In my implementation, there is a 3D texture space, in which the intermediate surface on which the texture is mapped, too, stays in it's place. To be correct: to my knowledge, the texture coordinates are computed from object/world space, not screen space. |