I would imagine that they're just doing some kind of stencil buffer
for the portal, and simply rendering to it from an alternate
viewpoint. I've never used stencil buffer this way, so I'm not sure
what the performance hit would be. Then again, I'm talking openGL, not
sure if source & directX have a similar feature, but I'd imagine they
would, it seems like a simple enough concept.

Say, your current view towards the portal/stencil intersects it at a
45 degree angle, and "looking" through this stencil/portal would take
up say 20 degrees of FOV based on your current distance. Rendering
into that stencil could be done wiht a viewpoint rotation of 45
degrees, and 20 FOV from the "other side" of the portal. Then again,
I'm not much of a graphics programmer.

On 8/1/06, Charles Solar <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
If I was coding portals as they apear in the video, I would atempt a
'wormhole' type design.  Where the portal actually connects those two walls
in a way so that the player can walk into a portal just like he was walking
through a regular door.
But thats me, who knows what valve would do, I dont think they would goto
the extent of creating another copy of the map, but I wouldn't put it past a
few guys who are struggling to meet a deadline. :)
--

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to