Quote:
Originally Posted by karamazovnew
3. "SOME" items will require multiple TGA versions. I'm talking of course about all backgrounds. These are actually glued to the Left of the screen.
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The trick is to determine when a particular texture ID is transformed via a D3D matrix. If you have that info, then you can do anything with the vertex quad for the texture, scaling, translating, rotating, etc. before it is rendered onto the screen. SH4 does basically the same with the zone parameters from the menu_ini
I did it as a test with the two loading backgrounds
