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			#1  
			
			
			
			
			
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				Panning Textures across a plane.
			 
			
			Helllo, I'm attempting to create an old school environment by creating a clouds plane to put up in my sky. I'm perfectly capable of getting the clouds to just sit there on my plane through a texture file, however what I want to know is if I can move the texture over the plane in a direction so that it seems like they are moving. Thanks, George P.S. Is there a way to define a set color on a texure to be transparent? So that I can have multiple cloud cover layers to give things some depth? | 
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			#2  
			
			
			
			
			
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			Hi, I've attached a sample script that shows how to move a texture across a surface: Code: import viz
viz.go()
viz.clearcolor(viz.SKYBLUE)
#Create a quad to display texture
quad = viz.add(viz.TEXQUAD)
quad.translate(0,1.8,3)
CLOUD_SPEED = 0.1
#Create texture with repeating wrap mode
tex = viz.add('ball.jpg')
tex.wrap(viz.WRAP_S,viz.REPEAT)
tex.wrap(viz.WRAP_T,viz.REPEAT)
tex.pos = 0
#Apply texture to quad
quad.texture(tex)
def ontimer(num):
	#Increment texture position
	tex.pos += CLOUD_SPEED * viz.elapsed()
	
	#Create transform for texture
	mat = viz.Transform()
	mat.setTrans(tex.pos,0,0)
	
	#Apply transform to texture
	quad.texmat(mat)
viz.callback(viz.TIMER_EVENT,ontimer)
viz.starttimer(0,0,viz.FOREVER)Also, I've attached a sample script that uses shaders to creating a moving sky with two cloud layers. I think it might be usefull for you. | 
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			#3  
			
			
			
			
			
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			farshizzo, Thanks for the specific shader example (I don't think there's an example of this in the manuals). I will also put it to work in a couple outdoor scenarios I have. Am I understanding it right that the .vp is a "vertex program" OpenGL shader, and the .fp is a "face program" or "fragment program"? You grab the timestamp of the frame, and give it to the .vp code as a parameter. The .vp chooses the appropriate coordinates in the texture to correspond to the frame time, for each vertex. The .fp chooses the appropriate pseudocoloring for a pixel inside a textured triangle face (or fragment) from the given monochrome texture. Does Vizard parse and compile the .vp/.fp content, or does the underlying OpenGL graphics system? [I noted you had some Unix line endings in your scripts when I viewed them in Notepad. If anyone else sees that, just replace the little box characters into line breaks. The Vizard editor itself doesn't mind the difference.] | 
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			#4  
			
			
			
			
			
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