procedural textures - building windows
(with street up-lighting from below)
Comments (10)
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reporter Could achieve this by having a single wide texture with different levels of populatedness along one axis, and using dynamic texture coords at vbo setup time based on population. Alternatively a 3d texture but would need to check all our target hardware supports those
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reporter population-variable building window textures, re
#9→ <<cset 20e1e6f71fa2>>
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reporter more variation between adjacent apartments & offices - re
#9→ <<cset aacb77340d34>>
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reporter horizontally stretching building textures to make the most of texture space re
#9→ <<cset a5e29f637a5d>>
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reporter progressively switchable lights in building windows re
#9, use pgup and pgdown to test→ <<cset c474d92b226e>>
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reporter -
reporter - changed status to resolved
adding splash uplighting from roads; resolves
#9→ <<cset 967b8b83239f>>
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reporter dipping building colour brightness a little now buildings have lights (re
#9)→ <<cset 38393eee38f4>>
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reporter disabling uplighting and adding random vertical texture offset to prevent visible repeats in identical side by side buildings, re
#9→ <<cset c63fdf062807>>
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Would be nice if the number of lights on in a building reflected the population of the building compared to its capacity.