Yeah I'm an expert at that particular weasel word.
I'm confused why people are talking about "should" being a weasel word. Basically the only places it's been used were describing the approximate difficulty of something, and describing the preferred implementation of something. I mean sure, in the first case it kind of implies that if you think it's more difficult than that, you're doing it wrong and need to go back and learn some basic stuff about OpenGL, and in the second case it implies that doing it some other way is bad... but that was my intention.
But I digress.
If you're about to hit 'Post' and you've put CAPS or faces in your post, maybe take 5 minutes come back and rethink whether that's helping the situation
It was the best I could come up with on such short notice!
Really though I just wanted to convey as concisely as possible that his understanding of the subject was completely incorrect and that he needed to go back to observation mode for a little bit.
Let's keep the SNR1 of this thread up ok? It has some potential left still I think.
1Signal-to-Noise Ratio; in this case, how much on-topic discussion there is versus how much meta-discussion and off-topicness there is.* Aardwolf looks up at what he just wrote.
****. Ok well, something constructive then: I actually did mean that my technique could work for all 3 kinds of decals, i.e.:
- Nameplates, with locations defined in the ship model, and textures set up in the mission file
- Insignias, with locations defined in the ship model, and textures determined by the campaign (I actually don't know the details of how that works, but whatever)
- Damage decals, which currently aren't supported, but would be created in-game when shots hit ships
The first two are of course similar in that both are be defined in the ship model, and the texture is specified elsewhere. The third case (damage decals) is different in that the texture coordinates are generated at run-time, but the textures used are defined in weapon table entries.
What I was getting at, though, is that those three kinds of decals could hypothetically be combined.
However, I believe the way the now-disabled damage decal system worked may not be "good enough", in that it looks like (i.e. from looking at the code... I couldn't get it to build) it worked by creating new geometry, rather than creating new texture coordinates and using the existing vertex positions... thus it would have had the same possible z-fighting issue.
I do realize people tend to dislike the "idea guy" who isn't actually
doing anything, of course... I
could hypotheticallyMIGHT produce some pseudo-code, if that would help.