Author Topic: lightmaps  (Read 4364 times)

Offline Tibbar

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« on: February 28, 2004, 05:28:12 pm »
Is there a way to have multiple UV coordinates for objects such that you can tile a brick texture, but also stretch out a single light map on that surface?  How would you recommend doing lightmaps?  Thanks.

Offline EgonOlsen

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« Reply #1 on: February 28, 2004, 05:48:00 pm »
We had a little discussion about how to do lighting in jPCT here:

http://www.jpct.net/forum/viewtopic.php?t=70

As you can see from the thread above, lightmaps (or multiple u/v-coordinates) are not supported ATM. You may ask yourself, why both features you asked for are not present in the current version. Maybe this thread can answer this:

http://www.jpct.net/forum/viewtopic.php?t=89

Hope this helps.

Offline Tibbar

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« Reply #2 on: February 29, 2004, 06:26:46 am »
Thanks for the fast reply.  Although it's too bad sw rendering can't do everything  :wink: I think jPCT is still great in that you don't have to download any plugins in order to get a little 3D.

Offline rolz

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« Reply #3 on: October 20, 2005, 12:17:01 pm »
Helge,

I see the thread is way too old, but can you please add support for these features, at least for hardware renderer  ?
Regards,
Andrei

Offline EgonOlsen

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« Reply #4 on: October 20, 2005, 04:54:27 pm »
Quote from: "rolz"
I see the thread is way too old, but can you please add support for these features, at least for hardware renderer  ?
Hardware only support for multi texturing? I'll see if it fits somehow into jPCT...

Offline rolz

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« Reply #5 on: October 20, 2005, 06:12:01 pm »
Great !

Basicaly, what i need is to add 'shadows' to the ground for static objects.
It could be also used for 'roads' and spot decorations on the ground.

Additionally, can you please add possibility to use non-linear fog ? What i am looking for is to make fog appear only starting at certain distance (fog of war)

EDIT:

regarding fog, could you please add additional parameter to World.setFogParameters() that would allow to specify 'starting' limit for fog (GL11.GL_FOG_START in LWJGL) ?
Regards,
Andrei

Offline EgonOlsen

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« Reply #6 on: October 25, 2005, 12:48:11 am »
Multi texturing for the hardware renderer is on its way...


Offline rolz

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« Reply #7 on: October 25, 2005, 09:09:22 am »
Oh it looks very promissing. Can't wait to get my hands on it ;)
Regards,
Andrei