| Ogotay December 13, 2000, 07:11 AM |
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comella: Well, I did not really unterstand what you mean with "dirty" (?), but to answer your question: To generate the (unlit) texture I am using a simple method I came to via trial'n'error - for each texel I first calculate something I call a "mixing-factor" (MF) based on the vertex normal of the corresponding point in the heightmap that I clamp to the range of [0, 1] and calculate the final value like this
texel(u,v) = MF * texture1(u,v) + (1 - MF) * texture2(u,v)
Then I mix the texture I get this way with a precalculated lightmap.
Wolfgang Engel: Yes, I plan to release a demo, but before it happens I want to fix view things. Morover, the terrain drawing isn't yet optimized (except frustum culling) and I don't want to release crap ;). I hope to be able to release a demo quickly, but the college and work take a lot of my time that I need to make the necessary progress in the engine so that I can release it without shame. But it will happen :), I will post a link to here on FlipCode then.
Raspberry: I am actully using a point light. And it is NOT realtime, unfortunately. I am precalculating the whole texture and the lightmap, not doing it "on the fly" :(. And the tools I am using are everything but not fast, but they do their job, and I don't think I will ever optimize them for speed (however I may improve them to add new features, they're all put together very quickly and my code is a mess ;) ), because I have a lot of other stuff to code and sooo less time :( - and they are only supposed to be in-house tools.
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