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This unfortunately also means the hidden geometry must closely match the 2D image, otherwise the depth buffer will mask the 3D character (like on this screenshot: http://www.dead-code.org/blog/wp-content/shadow2.png). />
I'm going to stick with my method. 1) Create the scene in 3D using models 2) render one frame with full quality to a target bmap 3) save the map with the name of the camera pos 4) use a special shader that renders the background image onto the models. *) I'll have all the geometry without the invisible render crap.
xXxGuitar511 - Programmer
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