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Bleah, Crappy room

 
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Dec 05, 2004 10:57 am    Post subject: Bleah, Crappy room Reply with quote



Just fooling around with the new Deled. I'm still just playing with it casually, and not trying to make anything serious. Point lights don't work very well for the sunset coming through a window. Embarassed
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Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun Dec 05, 2004 11:05 am    Post subject: Reply with quote

*shameless plug* If you send me that dmf I could show you how it would look in the PRO version, with dynamic individual texture sizes (16x16-256x256), texture filtering and a directional light for the sun Wink

I do like the basic light setup for this room very much.
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Dec 05, 2004 11:19 am    Post subject: Reply with quote

Ok, I'll zip up all the textures, and send it to you later on today or tommorow. Smile Time for sleep. Are the textures in the lite version made to be all 512x512x24bpp on purpose as an inconvience? Those must be memory hogs on the vram? Just that little room made 4 512x512 textures!!! Shocked
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Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun Dec 05, 2004 12:48 pm    Post subject: Reply with quote

The 512x512 texture size is actually quite good, as it is widely supported by almost all graphics card, and as far as performance goes: bigger is better. The 24bpp is because they are full color lightmaps.

However, if you have a lot of poly's, the fixed 32x32 individual texture size is the thing that is going to hurt. The total lightmap size is 32x32*nrTriangles*3 bytes, rounded to the next 512x512*3 boundary.

With the PRO version, the individual textures are dynamically scaled, so smaller faces will get smaller lightmap-textures, bigger ones will get bigger textures. In general, with maps that have a lot of small polygons, this can be a big space-saver.

For the future, we could do things like
a) use graycale (8bpp) lightmaps when only white light is used
b) use texture-compression on the lightmaps

As far as VRAM consumption goes, I remember reading somewhere that a 3:1 relation for lightmaps v.s. ordinary textures is quite common. Lightmaps are big.
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