I wrote routines for dynamic lights and decals on walls, using the same method as Half-Life, but have no way to display them with the texture and lightmap. If Blitz3D had 3 sets of texture coords, I could display dynamic lights for gunfire or moving lights. If Blitz3D had four or more sets of texture coords I could display decals for bullet marks and blood splatters that actually wrap around the walls, and don't go over the edges.
I asked Mark for additional texture coord sets, and if he adds them, I'll write a tutorial to show how to easily implement these features.
The other way to do this, of course, is by changing the Blitz3D depth function. In OpenGL, a value of GL_LEQUAL will blend together two surfaces that are exactly on top of each other.
I asked Mark for additional texture coord sets, and if he adds them, I'll write a tutorial to show how to easily implement these features.
The other way to do this, of course, is by changing the Blitz3D depth function. In OpenGL, a value of GL_LEQUAL will blend together two surfaces that are exactly on top of each other.