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Re: A Bumpmap Demo
[Re: fuxerz]
#35957
11/11/04 05:42
11/11/04 05:42
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Joined: Mar 2001
Posts: 3,298 Beverly, Massachusetts
Rhuarc
Expert
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Expert
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
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Lol, you beat me to it- I just got a working version with light sources (I had to go to ASM because of some HLSL limits I didn't want to deal with). Mine still is rather buggy though, perhaps I'll get it working properly soon and release a version that works fully as well . -Rhuarc
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Re: A Bumpmap Demo
[Re: Rhuarc]
#35958
11/11/04 21:18
11/11/04 21:18
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
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Posts: 1,097
Maryland, USA
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Mine is buggy, too. Alot of variables are hard coded in there right now. Here's a small shot of current progress. The (2) light colors represent (2) light sources placed in the level. I am beating my head working on distance and attenuation factors. It took the better part of last evening to figure out why the (2) lights did not blend on the model in a smooth manner. These are not moving, yet. Crate Texture Credit: Jeff R. Frazer.
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Re: A Bumpmap Demo
[Re: Rhuarc]
#35960
11/13/04 09:10
11/13/04 09:10
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Joined: Mar 2001
Posts: 3,298 Beverly, Massachusetts
Rhuarc
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Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
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Btw- this is what I have so far... It works with a single point lightsource rather well, but working in ASM is giving me headaches- so I'm considering converting it back to HLSL (*shudder*) and crossing my fingers that it works and gets me past my last point in the HLSL from before (lol, talk about going the long way around ). -Rhuarc
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Re: A Bumpmap Demo
[Re: Steempipe]
#35962
11/13/04 09:23
11/13/04 09:23
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Joined: Mar 2001
Posts: 3,298 Beverly, Massachusetts
Rhuarc
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Posts: 3,298
Beverly, Massachusetts
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Good to hear .
EDIT: I got two sources now too- if you use two passes, you don't have to worry about the blending
-Rhuarc
Last edited by [Rhuarc]; 11/13/04 09:56.
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