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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Tue Jan 25, 2005 3:12 pm Post subject: 3D Viewport Enchanment Suggestions |
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These are simple, but would help out alot while working.
The ability to toggle ambient light on. Both when viewing lightmapped results and not. It's nice to know how your textures look after being blended with the scene's ambient light. It's also hard to tell how good your job of lightmapping an area is.
And, a Directional light toggle for the scene. It's hard to tell how things are looking sometimes, because there is no lighting. If you model an orange box sitting on the floor in an orange room, all you see is orange. Nothing fancy, just flat directional lighting like most editors have in their 3d views. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Jan 25, 2005 3:42 pm Post subject: |
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About the ambient light, good point imo (especially for all those who don't bake their ambient light into the lightmap, which at the moment amounts to... you(*) ). I am all for adding it to the todolist.
About the directional light, I'd definitely opt to make that optional. I personally prefer my textured mode to look 1:1 like I modeled, otherwise I end up thinking 'wow this orange box in my orange room looks funky', forgetting that my game rendering engine doesn't have the directional light setup. If I want to 'see what I'm doing even though I give everything the same color' I use solid mode (which offers some lights for exactly the purpose you mention, but doesn't show the textures). That said, I think it would be very useful option to have. What do you say, Jeroen?
(*) Just realised that is not true, it is also very useful in the general case where you'd use rather bright (or even overbright) textures to enable for nice lightmapping shades. By enabeling the the ambient scene color you get a more accurate view of the scene in textured mode. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Tue Jan 25, 2005 5:32 pm Post subject: |
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Paul-Jan wrote: |
About the ambient light, good point imo (especially for all those who don't bake their ambient light into the lightmap, which at the moment amounts to... you(*) ). I am all for adding it to the todolist. |
This is really all there is to it. Er... but in delphi syntax.
glLightModeliv(GL_LIGHT_MODEL_AMBIENT,SCENE_AMBIENT_COLOR_HERE);
Quote: |
About the directional light, I'd definitely opt to make that optional. I personally prefer my textured mode to look 1:1 like I modeled, otherwise I end up thinking 'wow this orange box in my orange room looks funky', forgetting that my game rendering engine doesn't have the directional light setup. If I want to 'see what I'm doing even though I give everything the same color' I use solid mode (which offers some lights for exactly the purpose you mention, but doesn't show the textures). That said, I think it would be very useful option to have. What do you say, Jeroen? |
I meant optional. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Jan 25, 2005 6:24 pm Post subject: |
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*Lol* at the line of opengl code, I know my OpenGL, thank you very much (by the by, a glEnable(GL_LIGHTING) might come in very handy as well, as it is explicitly enabled for any other viewmode than solid... also, all individual lights enabled for solid mode would have to be disabled again... don't you just love state machines? )
First of all, it has to be made optional as well (which includes the delicate process of picking an appropriate hotkey probably *lol*), plus it would have to be always turned off in the lightmapped view when the ambient light is baked in. Second of all, it is not about how many lines of code a modification is, it is all about prioritizing and planning. At the moment we don't do any additional functionality until the 1.0 release is done. After that, all hell breaks loose again |
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