I've been experimenting with positioning a sprite now, and there are two problems:
First the light - how can I set a light that will leave the colors of pixels as they where written/loaded to the texture bmp?
Second the position; in order to not resize the bitmap one must find that particular Z which leaves it intact (intact as if you do print-screen and compare 2d results in paint, that is). For the WinXP "Santa Fe Stucco" which is 256x256, the magic Z is 2.5 at 640x480 at camera zoom 1. For "River Sumida" which is 160x160 the magic Z is 4.0. I see no simple relationship - a func graph of magic Z would be curved I think, but there is ofcourse a formula to find the magic z, and thats what I need...
First the light - how can I set a light that will leave the colors of pixels as they where written/loaded to the texture bmp?
Second the position; in order to not resize the bitmap one must find that particular Z which leaves it intact (intact as if you do print-screen and compare 2d results in paint, that is). For the WinXP "Santa Fe Stucco" which is 256x256, the magic Z is 2.5 at 640x480 at camera zoom 1. For "River Sumida" which is 160x160 the magic Z is 4.0. I see no simple relationship - a func graph of magic Z would be curved I think, but there is ofcourse a formula to find the magic z, and thats what I need...