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LIGHTMAPPING

Started by April 11, 2001 01:39 PM
3 comments, last by Crash_Kid 23 years, 7 months ago
Hi, Well, now i have progged a nice Terrain it looks not bad Now i want want to implement LIGHT ! So think over read many articles about it. And i came to the conclusion that LIGHTMAPPING is good way, but How should i create the LIGHTMAPS ? How should i use/render them ? Are there any other "easy" ways of doing "good " LIGHTING ?
I use multi-texture on the newer video cards. you take a texture
and combine a black ,gray,white texture to produce a simulated light effect. white is light , gray shades for light fade and black for no light.

the video card controls are in glext.h (part of openGL).
i have some code for just video card MULTI-TEXTURE.
it''s possible to multi-texture with software,but if you
have the Geforce or better.go with video card.

BGCJR
Game Core
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I use multi-texture on the newer video cards. you take a texture
and combine a black ,gray,white texture to produce a simulated light effect. white is light , gray shades for light fade and black for no light.

the video card controls are in glext.h (part of openGL).
i have some code for just video card MULTI-TEXTURE.
it''s possible to multi-texture with software,but if you
have the Geforce or better.go with video card.

BGCJR
Game Core
Allmost *all* 3d cards on the market, even old voodoo2 and 3''s do multitexturing, you don''t need a Geforce for that. Never do lightmapping in software, this is outdated. And if your hardware doesn''t do multitexturing (and that''s very unlikely), then you can still do 2 passes.

-JL
some info about lightmapping on www.flipcode.com

http://members.xoom.com/myBollux

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