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Best way to make a background?

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10 comments, last by Mike00 23 years, 11 months ago
Is the best way to make a background to just make a big quad that covers the whole screen, with a texture on it? Thanks!
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yep and remember to turn off depth writes when u draw it
Thanks, so do I turn off the depth check, then turn it back on after I draw it?
glDisable(GL_DEPTH_TEST);
drawBackground();
glEnable(GL_DEPTH_TEST);
draw everything else
Another cool thing about backgrounds is that they can make the need for calling glClear(GL_COLOR_BUFFER_BIT); unnecessary if the background covers the entire scene.

I removed the glClear(GL_COLOR_BUFFER_BIT) calls from Disasteroids 3D and saw a noticable increase in framerate on a lot of low- to mid-range OpenGL accelerators like the ATI Rage cards.

Just thought you''d like to know!

ThomW
www.LMNOpc.com
Oh yeah, one other thing, if you want to keep the quality of the background image up, you can make a big texture (512x512) and map it onto a grid of four quads. That''s how I did the space background in Disasteroids 3D.

+---+---+
| 1 + 2 |
+---+---+
| 3 | 4 |
+---+---+

Good luck with whatever you''re working on!

ThomW
www.LMNOpc.com
So what''s the advantage of mapping it onto four quads instead of one big one?

Because many older cards (voodoo2, i think as well as others) don't support textures over 256x256 where if you had 4 quads

256 + 256

----.----2
|    |    |5
|    |    |6
.---+---.+
|    |    |2
|    |    |5
----.----6




-mike



ps. how do you do the html so it keeps your spaces?

Edited by - Thr33d on July 31, 2000 3:02:36 PM
hi why don''t use a skydome :
-it''s easy to code (draw a big sphere around your scene, apply your texture on the backface, that''s it)
-it''s quite impressive
lunasol
quote: Original post by Thr33d

ps. how do you do the html so it keeps your spaces?



& followed by nbsp;, Non breaking space .




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