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Comments:
<0> is Bi/Trilinear Filtering default ? <1> no <1> dont think so <1> check the spec <1> it's been a while since I looked.. <2> Afaik, the default is GL_LINEAR on both min and mag-filters. <2> Since it isn't guaranteed that a texture has mipmaps.
<3> hey <3> I was trying to figure how the shadows were made in Tony Hawks 4 (and Tony Hawks 3, which I think they are done the same way)... anyhows a while back now I converted some Tony Hawks 4 level models/textures to my own format, and it seems the shadows are like modelled/textured? so... I was wondering how I would go about generating/producing such shadows? or do you have suggestions of a better/faster technique? <1> they're probably baked into the light maps <3> hmm, but I done don't handle any light maps (not yet anyhows) when I render the maps I converted? hmm, sorry I don't have a great understanding of lightmaps, but I will be using them for sure, as Tony Hawks makes great use of them. <3> speaking of which, I found a nice article on lightmaps at flipcode the other day actually, hehe <3> I doubt they manually modelled the shadows... <1> most new lighting models dont use light maps. <3> I've also gotta figure out a workflow for adding/editing lightmaps in levels... well I use Blender for making levels and such, I should look if it can handle lightmaps, anyhows I'll try figure that out later <3> Burga, k... how fast are these new lighting models? cause I'm aiming to keep my lib small and fast, with nothing fancy... <1> err.. <3> hmm, well I'll look into finding a shadow technique that renders as polygons/textures... and then I will just capture/generate them... <3> I think it works really well for simulating shadows cast off fences and things :) <3> well take a look at Tony Hawk 3 :) <1> **** TH3.. <1> those games are designed to run on last gen consoles <3> exactly, I want last gen graphics... that don't need great PC's to run them <3> shadow mapping would be my next choice... <3> but i dunno <3> Burga, "they're probably baked into the light maps"... that sounds like an interesting technique to me.:) <1> it's used in games like q3 etc. <1> and the earlier quakes <1> go have a look at the code if you're interested <3> "Is there a way to turn stencil shadow in 3DS into usable geometry?" see http://www.scifi-meshes.com/forums/3d-questions-answers/175-stencil-shadow-geometry.html <- thats alike what I'm looking todo... anyhows I will read throught that thread :) <3> hey, is it possible to load in mipmaps that are provided, and generate the rest with GL_GENERATE_MIPMAP_SGIS???
<3> or do I just have to ignore the provided mipmaps? and have GL_GENERATE_MIPMAP_SGIS generate all? <0> http://www.swiftless.cdadc.com/tutorials/opengl/opengltuts.html <3> nice, first I've ever seen that website :) <0> I can't comprehend how to generate a sphere though <0> and texture it <0> I know how to get a circle plotted on a screen <0> I know how to make a sphere of vertexes <0> but to put them in a list and sort em is another thing <3> brb <0> http://www.gdmag.com/code.htm <4> would the Red Book be a good tutorial to learn OpenGL, or is it more of a reference guide? <0> yes <4> yes as in it's great learning material or yes as in it's more of a reference guide? <4> or both? <0> its good for both <4> ok <0> GLTVector4 vPlaneEquation; <0> have you guys seen GLTVector4 before ? <0> nm <3> I used Plane Equation for collision detection... <2> Unit_: Simple. Make an octarhedon, split each triangle N times, normalize the vectors and multiply them with the wanted radius. <2> Unit_: Hold on, I'll make you some psuedo code <2> http://rafb.net/paste/results/JrLz8012.html <0> many thanks madsy <2> No problem. <2> Just one small err ro though. I bet you see it. <2> error*
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