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Re: UV to xyz [Re: Superku] #385319
10/16/11 16:01
10/16/11 16:01
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
Senior Member
Roel  Offline
Senior Member

Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
I have looked into the Lightmapping a few weeks ago,
generating lightmaps seems to be not too hard if you have converted the UV's to world positions.

I came accross these two sites:
Lightmapping 1 Lightmapping 2

I haven't tried them, but at least the first covers the complete lightmapping.
while these are tutorials, implementing the code can take some time.
A while ago Ventilator wrote a lightmapping dll.
It seems to be not downloadable anymore, but perhaps he still has the source code?
here is the forum post: post
would be nice if you get it to work again!


In thief they might just be changing pointers to the lightmap's texture, don't know.
Perhaps I just talk rubbish.


Check out the throwing game here: The throwing game
Re: UV to xyz [Re: Roel] #385334
10/16/11 22:30
10/16/11 22:30
Joined: Jul 2010
Posts: 283
Germany
J
jenGs Offline OP
Member
jenGs  Offline OP
Member
J

Joined: Jul 2010
Posts: 283
Germany
Thank you, the articles are very helpful. Now I am able to experiment a bit.

Re: UV to xyz [Re: Roel] #385335
10/16/11 22:30
10/16/11 22:30
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Isn't it less demanding to read the lightmap and to check whether a dynamic light is within a certain range, and then check whether the player can be reached by the rays of that light?

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