In article <1358156904.76010.YahooMailNeo at web142501.mail.bf1.yahoo.com>,
Tom Sparks <tom_a_sparks at yahoo.com.au> writes:
Are you
looking to just reproduce the look or are you also wanting to
reproduce the technology used back then?
I just want to reproduce the look
OK, then you need to decide which "look" you want to reproduce. Are
you specifically trying to reproduce the visual look from REND386, or
just using that as a reference point?
for my model I am looking at doing
* Isometric projection
This is trivial.
* objectvr[4]
This is also trivial. From looking at the URL you gave for [4], it's
just picture flipping a bunch of pictures taken at different
viewpoints relative to the object. You don't even need a graphics
card for this, it's just picture flipping.
* at a later date I may use webgl
Why webgl, are you trying to make something that is browser based?
If just the
former, it's not hard at all, since you're simply using
existing technology in a lower fidelity mode.
its not that easy as it seams a lot
of the styling needs to be done using a
Shading Language
witch is only support on some newer graphics cards
Shader based graphics cards are the norm for the past decade, so hardly
only available on "newer" graphics cards. OGL even provides a software
fallback.
However, don't assume that because people are showing you how to do
something in a shader that the only way to do it is in a shader. The
last generation of fixed-function pipeline cards (i.e. 10+ year old
cards) were capable of a variety of effects if you were creative in
how you use the hardware.
I would agree that it's simpler to develop the effect now with a
shader than to try and figure out complex multitexture fixed-function
effects. If you get something like ATI's RenderMonkey or NVidia's FX
Composer, you can evaluate the shaders interactively on a model
without having to do edit-compile-test cycles.
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