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Messages - keaukraine

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31
Support / Re: Pre-computed light maps
« on: November 17, 2010, 08:11:21 am »
Thank you, I will give this code a try later today.

32
Support / Re: Pre-computed light maps
« on: November 16, 2010, 11:35:07 am »
Oh, that would be great if you will provide code samples on how to combine UV maps.

I've checked out An3DBench, lightmaps looks nice in it's Quake level test.

Now I don't have need in vertex coloring, I will use lightmaps.

33
Support / Re: Pre-computed light maps
« on: November 15, 2010, 03:37:08 pm »
Current smartphone hardware supports two texture stages and so does jPCT-AE. The bigger problem is, that neither 3DS nor OBJ allows for multiple texture layers. I usually split the models into two, one for each layer, then use desktop jPCT to combine them into one object and serialize that for loading it into AE.
OK, can you please give hints how to do this? Do you have some examples or description of such procedure?
I suppose combined object will have double polycount (polygons w/ diffuse and the same polygons w/ lightmaps), or it doesn't?

And what about adding colors to vertices? Is this possible? This seems to be the easiest (and more efficient) way to create shadows.

34
Support / Pre-computed light maps
« on: November 15, 2010, 08:19:41 am »
Can I use pre-computed light maps with jPCT-AE? Does it support multi-texturing so I can apply pre-computed shadows on objects?
If it doesn't support this, vertex coloring also can be handy in this situation. Does engine support coloring of certain vertices? This way I also can make some parts of objects darker and lighter.

If jPCT-AE doesn't have this feature (vertex colors) please add it, I suppose it isn't very hard to implement.

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