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# 7 30-05-2006 , 08:01 PM
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Join Date: Aug 2004
Posts: 408
His problem is that the geometry (if you take its shading literally) is impossible to represent in a 3d system. The same object is neither infront of, behind, or level to itself at the same time... its all three.

To the question: You might get away with blendshapes/animated textures to fake the shading. (Set it to the illumination channel in the shader so it doesn't light with the renderer, similar to a skybox)

But that probably violates the purpose.


Last edited by Phopojijo; 30-05-2006 at 08:05 PM.