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Re: dynamic and static shadows on top of shaders
[Re: jcl]
#82671
08/08/06 17:01
08/08/06 17:01
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Joined: Nov 2003
Posts: 1,659 San Francisco
JetpackMonkey
Serious User
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Serious User
Joined: Nov 2003
Posts: 1,659
San Francisco
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Quote:
The new kernel is still far from finished - probably A7
Aww a pity. It'd be nice if it appeared at the end of A6, like some of the A6 features appeared in the last version of A5. But the shader based workaround is appealing. Using collada instead of MDL is a great idea.
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Re: dynamic and static shadows on top of shaders
[Re: William]
#82673
08/09/06 06:12
08/09/06 06:12
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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i don't have any experience with d3d vertex buffers but from my understanding it only could be done flawlessly if it were possible to write your own mesh loader (best for a format which supports two uv-sets so that you don't have to do hacks like using two different versions of a mdl7 file). just replacing the uvs like in jcl's example isn't enough. you could load a light map uv-set but it still had to use uv-patches with the seams at the same place in the topology as the other uv-map (don't know how to explain it better). this isn't very useful... i could be wrong though.  it also would be nice if models could react to the brightness below them just like with bsp light maps but probably this currently wouldn't easily work either.
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Re: dynamic and static shadows on top of shaders
[Re: ventilator]
#82674
08/09/06 07:01
08/09/06 07:01
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
Expert
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Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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Quote:
you could load different light map uvs but they had to use the same uv-patches (-> the seams at the same place in the topology - don't know how to explain it better) as the other uv-map.
Considering how lightbaking works(creates lightmap on a new non-tiling unwrap of the model), this sounds rather useless(unless i'm not understanding things)... perhaps JCL would know of an alternative? How had the old games(Donkeykong64, ect.) do their lighting on models? there must be a simple solution, as these games were released almost 10 years ago, long before shaders. Lighting is an essential part of the scene, and per-pixel lighting is not the answer using 3dgs right now(much to slow beyond smaller rooms). Considering A7 won't be released for a while, it looks like were left out in the blue. 
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Re: dynamic and static shadows on top of shaders
[Re: William]
#82675
08/09/06 09:48
08/09/06 09:48
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Joined: Jul 2000
Posts: 28,075 Frankfurt
jcl

Chief Engineer
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Chief Engineer
Joined: Jul 2000
Posts: 28,075
Frankfurt
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@Ventilator: A lightmap does not need its own "seams". Any place in the UV mesh corresponds to a XYZ value to calculate the lighting for, so as long as UV mesh parts don't intersect, the content of the lightmap is completely defined by the XYZ values of its UV coordinates.
Most lightmappers first unwrap the UV mesh, then apply a linear transformation (u' = a*u + b) to the UV coordinates to map them into the lightmap space, and last add an uv offset to ambiguous mesh parts (same UV but different XYZ). I don't know of a lightmapper that would create a completely independent UV set, but this is theoretically possible.
For importing an already-existing lightmap that does not contain duplicated vertices, you just need to go through all uv values that are not already set, and then set them to the uv values of the next vertex in the mesh that has the same xyz coordinates.
Hope this makes sense.
@William: This sort of discussion leads to nothing. If you really want to write a lightmapper or a lightmap importer, I think you need first some understanding of meshes, UV coordinates, DirectX, vertex formats etc. Otherwise I can see that you feel "left out in the blue", but can't help it.
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Re: dynamic and static shadows on top of shaders
[Re: ventilator]
#82677
08/11/06 00:00
08/11/06 00:00
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Joined: Nov 2003
Posts: 1,659 San Francisco
JetpackMonkey
Serious User
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Serious User
Joined: Nov 2003
Posts: 1,659
San Francisco
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Quote:
automatic atlas mapping or something like that and not spend a lot of time with manually tweaking anything to follow any rules
ABSOLUTELY RIGHT ! ! !
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