Hie, I am currently working on a 3D gui for chess engines as a self inflicted tutorial to learn CS. It is a reasonnable size project since the art-work is not too much of an effort. Chess engines are typically text based things that need an interface on top of it.
As a part of this, I want to hilite meshes a lot (the game board to invite a click to start a new game, the pieces to show which one is under the mouse). I have figured out a way to do that using the 'glow' texture and the standard shader. I have coded a prototype where I am tinckering with the material of the mesh, adding/removing the glow texture shader variable. This look quite complicated to me, but does the job. Now, I have some questions : - After some googling, I did not find much input on a'classical method to hilite an object'. Is there a well known 'hilite' technics that does not impose the usage of a texture channel that might already be in use by the model ? - Is there already some simpler (ie, already coded ;-) solution to hitlite a mesh somewhere in Crystal or CEL that I might have missed ? (I am using release 1.0.0 of CS/CEL) (specifically because the code I have works on genmesh, not on things). Best regards, Sebastien. ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
