It is sunday, instead of doing something fun (which I am regretting now that I see that it's 23:41 ...) I added lightmap support to the Quake3 rendering part of the framework. 20 years too late, but still, it looks kinda cool...
Can't wait to halfway finish the framework to start using it for 'not old hat' graphics related experiments.
Lightmapped:
Detail texture only:
Lightmap texture only:
Detailt+Lightmap textures:
The Lightmaps of the level (all 128x128):
8 comments:
Nice work. What formula did you used for lightmaps display ? (does not seems to be simple modulation, the white parts of lighmpas seems to "bright" the diffuse layer).
Thanks.
That was quite some time ago, but I doubt it was anything fancy!
I can dig up the code for you if you like.
Thanks for your answer. Would be nice of you to check the blend mode used. I'm also "20 years late" at the moment, but that fit well my current game requirements (just finished the lightmpas computation tool, but looking to add some bright, instead of only shadows).
By the way, here is the game I'm working on ... http://youtu.be/tsVh-w-Fv7c
Cool!
I'll look the code up.
Here you go ....
http://jadnohra-tech.blogspot.com/2012_02_01_archive.html#8152946517396730700
Thanks. I'll check it tomorrow.
Thanks for the source. I see you used shader and lighmaps are computed with formula "output.color = diffuseCol * (4.0 * lightmapCol);"
I'm not using shader at the moment (for compatibility issues on very small platforms) but I will certaintly consider it as alternative "improved" render for hardware that can handle it. Thanks again for your time.
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