Phong Shading for Lightmaps
Do u think its possible(culd b done fast enough) to create my Lightmaps in Real Time using Phong Shading? Would it looks ok?
If you want to render textures - lightmaps realtime, then i must say that you are crazy. But if you want to render some lightmap sometime, and very small lightmaps it is posible.
And i dont think that will look better than by using glLight (in openGL). Its better to use lights, witch are hardware accelerated (hardware T&L) and use enviromental reflecions to emulate phong.
OutTony
And i dont think that will look better than by using glLight (in openGL). Its better to use lights, witch are hardware accelerated (hardware T&L) and use enviromental reflecions to emulate phong.
OutTony
OutTony
VERTEX LIGHTING USING GOURAUD SHADING?!, eeewwww
, im definitly going to use lightmaps, and i dont thinks its that crazy to calculate them in realtime either. If i use my Cell/Portal System to cull all the polys down to the Frustum. Then Pick Lightmaps Sizes Depending on the Ratio of Size of Poly(Precalculated uv course) and the distance from camera, then use Phong Shading to calculate the lightmaps, i think it would b fast enough. I KNOW Rendering with Lightmaps with Multi-Texturing is fast enough, as i am doing that now, and it runs great. I waz just wondering if anyone knows exactly how slow it would b to generate Lightmaps using Phong shading. Thanks a lot,
![](smile.gif)
Just do the math in your head, and you''ll soon realize that it''s basically not possible with today''s tech unless you''ve come up with some radically new idea
-------------------------------NeXe: NeHe DirectX-style. Follow the orange rabbit.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement