![]() Now you need to make your water a cube so that you have a normal facing up for reflection and a normal facing toward the camera. The reason for this is that you want the water surface normal to point toward what it will reflect and in my example the surface normal of the water could point at the camera since the camera perspective would make it look right. ![]() In this case, adding reflections to the water requires a completely different approach because we need to account for a mirror texture like in the example you linked. Hope this helps get you going in a direction, but please feel free to ping me if you have more this is why it is good to clearly define the concept you are going for before you start rolling with your art assets because adding something in later may completely change the approach. Then scale the wave up and down again vertically, maybe ramping opacity as well and you should get the sense of these wave peaks rolling on the water. The particle texture should be just the small caret shape, though you could make a simple sprite sheet of several if you want some variation. Babylon uses DirectX format for UV space by default so if you create your planes with Babylon.js primitives, you will want to remove the OneMinusBlock here.įor the little crests of the waves on top, I would use a particle system with an emitter the size of your water that emits particles parallel with the emitter surface in one direction. ![]() This is because the preview models in NME are glTF models which use an OpenGL format for UV space. I have a OneMinusBlock right after splitting the mesh.uv on the Y component. Take into consideration that changing the DOM is not an option, it has to be done solely through CSS.You can control wave speed, wave frequency, wave amplitude, water height, edge thickness, and edge transition (the anti-alias on the edge stroke) to dial it all in to look right in your scene. Also messed around with the :before pseudo-element but it wouldn't display at all, presumably because the anchor might be filling the whole table cell. Setting the width and height here will cause the whole anchor to that size, not the background. Tried several approaches but ultimately failed with setting the desired dimensions.md a If you take a look at the subreddit, I've left this one on for reference (Alba Berlin). This is the set of rules that accomplished what we are trying to do but with individual logo images, associated with the example. I tried resizing the background-image to the appropriate size (original size is 1440x90px but for 22x22px it would be 704x44px since the row with the max width has 32 logos) but never managed to get the right position within the spritesheet nor the right display). The sprite sheet is composed of several 45x45px logos but we're trying to set it on the sidebar at 22x22px. However, I am failing miserably at trying to set it up. We managed to style it correctly but given the large number of teams and Reddit's limitations regarding number of images allowed, we were forced to switch to a sprite sheet. ![]() So, we have this standings table on the sidebar which have the team's logo as a background appended to it's left. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |