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Hands On DarkBASIC Pro - Digital Skills

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FIG-30.13<br />

Varying the Polygons in<br />

a Sphere<br />

FIG-30.14<br />

Textures<br />

Adding Texture to a 3D<br />

Object<br />

- higher processing requirements. As you increase the number of polygons that go<br />

to make up the objects in your scene, the harder your processor and video card need<br />

to work. Ask too much of your hardware, and screen updating will slow down. The<br />

number of times the screen is redrawn in one second is known as the frame rate<br />

and is quoted in frames per second (fps). If the frame rate falls much below about<br />

20 fps, then your eyes will become aware of the screen refreshing and the picture<br />

will become jerky.<br />

In solid mode (as opposed to wireframe), a 3D object has a bland grey surface, but<br />

we can use an image wrapped around that object to give it a greater reality. By<br />

wrapping the image of riveted steel plate round a sphere, we can create the illusion<br />

of a metal ball. Wrap an image of wooden planks round the same sphere and we<br />

create a wooden ball (see FIG-30.14).<br />

Images with an Alpha Channel<br />

A Sphere with Few Polygons A Sphere with Many Polygons<br />

The image used to texture an object can be one of many different formats. For<br />

example, JPG and BMP files are often used, but sometimes we will see images<br />

stored in the PNG or TGA format.<br />

PNG and TGA files are amongst those formats capable of embedding an alpha<br />

channel within the image. An alpha channel affects how visible an image is and is<br />

probably best explained with an analogy.<br />

Imagine you've just painted an image on a piece of glass and that the light<br />

illuminating the picture comes from behind the glass (see FIG-30.15) - like looking<br />

750 <strong>DarkBASIC</strong> <strong>Pro</strong>: 3D - Concepts and Terminology

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