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Yes, random tiling textures are supported in OpenGL and D3D mode.

It just looks like Valve forgot about the feature for Half-Life 2. Either that, or, 
they thought it looked ugly and had to go.

-David "Sniper" McDermott
Sven Co-op Lead Programmer


On 8/31/2004 6:19:44 AM, [EMAIL PROTECTED] wrote:
> I think that is complelty wrong, look at the pic that I took (was already
> linked in the first post):
> http://img31.exs.cx/img31/6120/highqual.jpg
>
> I can 100% asure you that I haven taken this in OpenGL Hardware
> Accelerated
> Mode!
> You can easily see, that there are different versions of the rusty metall
> wall!
>
> While in the PHL screen the texutre is repeated over and over again:
> http://www.planethalflife.com/screenshot.
> asp?src=/images/screensnew/valve_20040827_2.jpg
>
> (Aren't the textures already tiled at compile time, I am not sure about
> this?)
>
> ----- Original Message -----
> From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, August 30, 2004 9:57 PM
> Subject: Re: [hlcoders] Half-Life:Source?
>
>
> > Andrew Foss wrote:
> >
> >> Didn't
> random texture tiling get broken outside of software in the won
> >> days, anyway?
> >     Ah, yes.  That sounds correct.  Random texture tiling is only
> > supported
> > in the software rendering mode (it don't work in OpenGL or D3D).
> >
> > Good point.
> >
> > --
> > Jeffrey "botman" Broome
> >
> >
--



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