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Quad-spheres and lightmapping code
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Mr.Fletcher
DeleD PRO user


Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Tue Aug 09, 2005 6:22 am    Post subject: Reply with quote

Wow, Paul-Jan! That picture rules! Reminds me of a Unreal Engine 3 Video except that the effect was created in realtime there Wink But i think it is a really nice feature.
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Daaark
DeleD PRO user


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

PostPosted: Tue Aug 09, 2005 7:31 am    Post subject: Reply with quote

I wish the VTM:R lightmapper had supported options similar to this.

I had to trade off on this when I wanted light from the outside to shine into a building. If I wanted to use a textured window, I had to set the surface to not block the light or receive shadows. Light would shine in, but no shadows from the not glass parts of the pane.

So instead I could model the window in full polygonal form, but that was expensive, when the game was targetted towards the earlier models of 3d cards. You had to watch all those polygons, and the window ones added up quickly.

Very Happy
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