Non-real-time shadows?
Hi. I''m pretty new to c programming and very new to OpenGL so I thought it would be a great idea to make a 3D engine for my second c game. So far I''ve made a basic program to look around a 3d world and a simple windows style map making program.
I''ve seen the real-time shadows you can produce with OpenGL but there is a lot to be said for non-real time lighting effects like in quake2 and improved Half-life. Is there a way to map darkness or color onto only part of a textured face/quad without splitting it up into many smaller pieces? Is there a way to do it using one of the glColor...() functions?
>>? Is there a way to do it using one of the glColor...() functions? <<
not really have a search for lightmapping on the web
http://members.xoom.com/myBollux
not really have a search for lightmapping on the web
http://members.xoom.com/myBollux
I have never read some theory about lightmapping/shadowmapping, but i suspect that you have to use Multitexturing, first texture the walls with the normal texture, follow that with a texture which is your shadow texture (use alpha blending), you have to precalculate the shadow textures though.
cool. thanx. I searched for help on lightmapping and I got some great help. it''s running sweet at the moment but needs tweaking.
Is there a simple way of doing multitexturing? the tutorial with the bumpmapping is way to complex for me.
I just want to multiply the two textures together in one pass, to speed things up.
Is there a simple way of doing multitexturing? the tutorial with the bumpmapping is way to complex for me.
I just want to multiply the two textures together in one pass, to speed things up.
a lot of examples of multitexturing on my site . also theres a couple of bumpmapping as well
http://members.xoom.com/myBollux
http://members.xoom.com/myBollux
You can do fake non real time shadows very simply by drawing a dark spot textured quad underneath an entity.
this doesn''t require multitexturing.
And no, the V2''s definitely do not support Multitexturing.
-Mezz
this doesn''t require multitexturing.
And no, the V2''s definitely do not support Multitexturing.
-Mezz
I''ve seen that method before. Simple, but effective. I will probably use that, thanks.
You can do multitexturing without the extension:
1) Make sure that the Zbuffering is set at less than or equal(forgot the constant)
2) Draw the first Triangle with the color texture
3) Draw another Triangle at the same place with texture of the lightmap in the alpha channel
1) Make sure that the Zbuffering is set at less than or equal(forgot the constant)
2) Draw the first Triangle with the color texture
3) Draw another Triangle at the same place with texture of the lightmap in the alpha channel
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