Re: [Algorithms] LightMaps
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From: Pierre T. <p.t...@wa...> - 2000-08-18 14:15:52
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I'm also planning to add a little lightmapper in Flexporter, so that you can get a lightmapped scene out of MAX in just one click. But for the moment I have some difficulties with the bilinear filtering, which creates those nasty lines between triangles. Yeah, I'm really not the lightmap expert :) The best way to wipe them out would be to use a planar-mapping approach to compute the UVs, but I used the strips approach we discussed before - read the last threads again. I could also tweak the UVs a bit, but it would destroy all the benefits of strips. Hence, I think I must rewrite the whole thing using a planar mapping approach, as most people seem to do. But I still don't know how to handle weird cases such as the torus one we already talked about. All in all, if someone knows where I could find decent lightmapping code, just tell me. This is really not something exciting to write. And since this is really not the first time someone ask that question, I actually wonder why there isn't a standard lightmapping solution we could all use instead of individually rewriting the same boring code ? Maybe there are some issues I can't think of, duno... Pierre ----- Original Message ----- From: Akbar A. <sye...@ea...> To: <gda...@li...> Sent: Friday, August 18, 2000 6:07 AM Subject: RE: [Algorithms] LightMaps > http://www.lightscape.com/ > some people have said they have had problems with this. > you could right your own radiosity util. > lightmap res is usually much lower. > > > peace. > akbar A. > > "We want technology for the sake of the story, not for its own sake. When > you look back, say 10 years from now, current technology will seem quaint" > Pixars' Edwin Catmull. > > > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...]On Behalf Of > SHA...@ao... > Sent: Wednesday, August 16, 2000 3:16 PM > To: alg...@3d... > Subject: [Algorithms] LightMaps > > > Hi, > > I want to introduce static light maps, is there any utility out there which > will precompute the lightmap textures out there if I give it a bunch of > lights and triangles to play with? > > Also, is it necessary for every tri to have it's own lightmap texture or is > it better to just stick to a few basic lightmaps and put them all into one > texture? > > Regards, > > John. > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |