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ProceduralRendering

Lee Thomason edited this page Mar 25, 2015 · 1 revision

Introduction

Altera can assign colors at run time to a texture atlas, to provide many variations of assets.

For example, faces:

http://i48.tinypic.com/1zyww2w.png

Are created from roughly 100 different false color textures:

http://i39.tinypic.com/23jvww.png

Each false color texture is 256x256 in size. Each face (or ring, or gun, etc.) texture is edited separately, and correct colors are assigned at run time.

You can see the final results in the "Asset Preview" scene in the game.

False Colors

Faces

  • red -> skin
  • green -> hair
  • blue -> glasses, tattoo

Rings

  • red -> primary color
  • blue -> effect / glow color
  • green -> secondary color
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