Thanks for the reply, MistaED.
MistaED wrote:
Looking at what you would want to achieve, it might be best to just add code to extrude mesh so you'd need to edit horde3d internals, or add the enhancement as an extension would probably be the best solution. You could do it on the cpu as well, so the geometry shader wouldn't be mandatory (horde doesn't support geometry shaders at this time).
I did this on Irrlicht. I would just load the texture with a quad for every pixel, delete all transparent pixels and make cubes out of the remaining ones. After that I could use some math trickery to join cubes that touch to lower the polycount. This created mesh could then be instanced.
The thing is though, this is rather brute force and is only a small step away from just creating individual pixel cubes.
I somehow had hoped that Horde3D had some fancy feature for stuff like this.
Geometry shaders are OpenGL3.0 exclusive, so they are out. Or are they?
Did anything ever happen to this?MistaED wrote:
Another idea, you might be able to get a similar effect by just playing around with the parallax shader and just make a quad which is bigger than the sprite so the silhouette doesn't get cut off. Real-time shadows wouldn't work properly however, but this might be the easiest solution I'd say because you would only edit shader code (for tweaking the effect).
Nice idea!
I wouldn't mind the shadow only being from the 2D texture.
But since I have a rotating camera, the sprites would be invisible to the player from the side. Unless I billboard them. But then the shader wouldn't work, I guess.