Re: [Algorithms] LightMaps
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From: Joscha M. <jo...@jo...> - 2000-08-21 19:00:03
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One solution is to use texture coords that are one pixel smaller than the texture. Example: If you have a 256x256 texture you have to set the texture coords to xmin=0,0039 ymin=0,0039 xmax=0,9960 ymax=0,9960 This works fine for me. Now you have to make your textures in a way that they overlap by one pixel. Yoshi ----- Original Message ----- From: "Maik Gerth" <mai...@gm...> To: <gda...@li...> Sent: Monday, August 21, 2000 7:16 PM Subject: AW: [Algorithms] LightMaps Hi ... i think i found a solution ... but i didnt implement it yet ... you got to draw a border around the lightmaps ... with the right lumel-values ... so the filtering uses the right colors even at the edges of the triangles bye Maik -----Ursprüngliche Nachricht----- Von: gda...@li... [mailto:gda...@li...]Im Auftrag von Jaakko Westerholm Gesendet: Montag, 21. August 2000 17:45 An: gda...@li... Betreff: Re: [Algorithms] LightMaps > But for the moment I have some difficulties with the bilinear >filtering, which creates those nasty lines between triangles. I have the same problem. Is there any solution to this? --Jaakko-- Get your Free E-mail at http://bosti.zzn.com ___________________________________________________________________ Hae oma Web-perusteinen sähköposti palvelusi http://www.zzn.com:sta _______________________________________________ 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 |