|
2 registered members (TipmyPip, izorro),
556
guests, and 2
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: dynamic and static shadows on top of shaders
[Re: William]
#82653
07/28/06 08:04
07/28/06 08:04
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
OP
Senior Expert
|
OP
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
This is from the forecast site: Quote:
A map compiler switch for activating or deactivating BSP tree culling. Implementing an adaptive binary tree for scene management without BSP tree. Import of arbitrarily shaped geometry from model editors like MAX or MAYA. New faster rendering kernels for entities and level geometry.
The state is called "in beta test".
So it sounds to me that there will be a solution of this problem in a future version.
Models, Textures and Games from Dexsoft
|
|
|
Re: dynamic and static shadows on top of shaders
[Re: jcl]
#82655
08/05/06 03:22
08/05/06 03:22
|
Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
Expert
|
Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
|
Take a model. If it's uvmap tiles on top of itself(different polygons share the same uvspace) - this how tiled(detailed) textures are achieved using a model. What we need is the ability for .mdl to support 2 different uv coordinate sets. That way, you can have a second uv map with no tiling whatsover in it's placement, but rather emcompases the whole model, and use it for lighting... otherwise the lighting will tile alongside the texture(if used on the first set of uvcoordinates). What MED offers right now is the ability to put a different texture to different polygons of the uv map. But no part of the uv map can have different textures with different uv coordinates on the same polygons at the same time. That's what we need. I think many other engines have/had this for a while... basically a way to put lightmaps on models(bake lighting inside of 3ds max ect.).
This wouldn't be needed if the engine had a built-in way to lightmap models though; I was wondering, what are the plans for lightmapping models? Will models have the ability to be lightmapped by the engine in the near future? This method would be much much more easier than doing all the lighting in Max, since you wouldn't have to worry about properly exporting all the meshs with 2 sets of uv coords(and I don't know any exporters-3dgs that offer this... but then again, it's prolly due to .mdl not having the ability to support 2 sets of uv coords).
|
|
|
Re: dynamic and static shadows on top of shaders
[Re: jcl]
#82656
08/05/06 06:33
08/05/06 06:33
|
Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
|
Expert
Joined: Oct 2003
Posts: 4,131
|
Quote:
I do not recommend to implement a scene manager in an external DLL
While I understand what you mean, I often find it neeccesary to use specific methods for doing things outside of A6. For instance, I had to write my own frustum culling routines for my tree renderer, simply because A6 frustum culling couldnt be used when I render ever tree in the dll. I run into things like this more often now as SPhere gets more complex internally.. the A6 interface gets more cumbersome.
My point is, my scene managment wouldn't be a replacement for A6 methods, but to be used for internal Sphere rendering.. it most likely wont even be visible to the user beyond some basic set up code.
However, it has at least occured to me that things would be much easier for me if I replaced the A6 renderer completely at some point, using A6 for collision, animation, level loading and scripting. Already my tree system, terrain, water,shadow maps, etc.. doesnt use A6 at all, so i cant use A6 scene management even if it existed.
|
|
|
|