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Re: Pre-rendered scene and 3D character movements



I don't know for a fact, but I'm sure that they use something like the
technique you describe. It is much simpler, uses less memory, and should
be much faster than any approach that uses 3D rendering or a z-buffer. 

				Bob P.

Kamel Serend wrote:
> 
> Hi
> 
> To be honest with you, I do not know. However, I thought about this
> problem few days ago, and here is my conclusion: the programmer may
> have replaced the 3D algorthm with a 2D one.
> I mean: knowing the scene, we can define zones on the pre-rendered
> picture the 3D character will be hidden by. Once its 2D projection
> interacts with one of these zones, then the intersecting section of
> the character disappears and the zone is diplayed. We might assimilate
> this to the painter algorithm with an infinite weight associated with
> the wall, or whtever needs being renderer on top of the character.
> Still, this is only a guess, and I am not certain I am right.
> Can anybody confirm or contradict this solution ? I might need it in
> the future.
> 
> Thanks.
> 
> Kamel.
> 
> fakhreddin mohtasham wrote:
> 
> > Hi D3DRM programmers,
> >
> > as we know many attractive new games are written with pre-rendered
> > images as backgrounds,I really confused in some scenes in 3D,for
> > example how a real 3D charactercan be hide behind a wall while the
> > wall has
> > been rendered before andthere is no mesh for the wall in the scene.
> >
> > thanks for your reply.
> >
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