Search found 290 matches

by Murphy
Thu Oct 05, 2006 11:32 pm
Forum: Project Announcements
Topic: OCT+Parallax mapping MOD
Replies: 27
Views: 4286

I used two lamps placed in oposite sides. The FSRad actually process the lights, but the result is always like no lightmaps. No lightmaps meaning the lightmap images are all black? BTW, 1.0.2 was the latest OCTTools release. Sorry that my site is down. It's been problematic and I haven't had time t...
by Murphy
Tue Apr 04, 2006 7:47 am
Forum: Open Discussion and Dev Announcements
Topic: blender and irrlicht
Replies: 25
Views: 2789

So, if irrlicht and your tools support vertex normals, that's enough. Smooth groups I'd consider secondary once the other is in. The oct2obj smoothng normals restoring...is surely nice, but...i think problem is in fsrad... Yes, indeed. No way to make smoothing work with FSRad. But adding autosmooth...
by Murphy
Fri Mar 31, 2006 5:10 am
Forum: Open Discussion and Dev Announcements
Topic: blender and irrlicht
Replies: 25
Views: 2789

but...irlicht has smoothing normals(VN at obj), hasn't it? Anyway, i am way more interested in your new lightmapper ;) I expect Irrlicht supports OBJ's VNs. But not OBJ smoothing groups, if I recall. So yeah, I could build the VN-generating code into OCT2OBJ, but I was putting it into OBJ2MIM first...
by Murphy
Thu Mar 30, 2006 4:44 am
Forum: Open Discussion and Dev Announcements
Topic: blender and irrlicht
Replies: 25
Views: 2789

2) One more gotcha, the only thing that I see as bad of oct (I helped murphy a lot with the testings ;) ) No smoothed normals. That is, you didn't notice any weirder thing as usually people do buildings with plain, straight wall. Load an spher in oct format, or a curved arc, or an spehric ceiling.....
by Murphy
Sat Feb 18, 2006 8:50 am
Forum: Open Discussion and Dev Announcements
Topic: Are you using lightmapping?
Replies: 142
Views: 22872

Sorry, still not much progress to speak of. I just haven't had the time to figure out how to do all the floating point stuff in the GPU. If anyone has a link to a tutorial showing (simply) how to render and retrieve pixels in floats that aren't clamped 0.0 - 1.0 on ATI hardware, feel free to pass it...
by Murphy
Thu Jan 26, 2006 1:42 am
Forum: Open Discussion and Dev Announcements
Topic: Are you using lightmapping?
Replies: 142
Views: 22872

Nothing much new to report yet. I didn't work on it at all over my winter break (worked on a couple projects which will hopefully make me some money instead -- sorry! :) ). I did about two hours of research over the past couple weeks, but had no time to do anything last weekend. I'm hoping to get so...
by Murphy
Thu Jan 26, 2006 1:07 am
Forum: Project Announcements
Topic: Created obj + mtl loader
Replies: 42
Views: 27791

Another feature which I think might make a lot of people happy would be the ability to load "OBJ+OBJ" style lightmapping, where a model has two OBJs and two MTLs -- one contains texture coordinates/info, the other contains lightmap coordinates/info. I almost did it myself at one point, but...
by Murphy
Thu Dec 22, 2005 3:45 am
Forum: Open Discussion and Dev Announcements
Topic: Any chance of .SWF playing capabilities?
Replies: 5
Views: 1080

There was already some discussion of this very same topic in this very same forum, though I don't think anything came of it...
by Murphy
Tue Dec 13, 2005 7:39 am
Forum: Open Discussion and Dev Announcements
Topic: Are you using lightmapping?
Replies: 142
Views: 22872

Nope, sorry! Been busy. This is finals week, among other things. Hopefully I'll get some work done on it over the winter break...

Glad to hear you're still interested, though. :)
by Murphy
Thu Dec 01, 2005 1:10 am
Forum: Open Discussion and Dev Announcements
Topic: Are you using lightmapping?
Replies: 142
Views: 22872

For my initial test, I'm planning to put many billion operations through the GPU per scene. We'll see what kind of difference that makes before seeing where else I'm going to go with it. But this can only be done with hardware and drivers that do floating point, which rules out older hardware. The G...
by Murphy
Wed Nov 30, 2005 8:19 pm
Forum: Open Discussion and Dev Announcements
Topic: Are you using lightmapping?
Replies: 142
Views: 22872

My current thinking is that it will require the framebuffer object extension (should be supported on not-latest-and-greatest cards but with recent drivers) and HDR rendering/floating point textures (this may require a fairly recent card). But I don't really know. I've just barely scratched the surfa...
by Murphy
Wed Nov 30, 2005 1:41 am
Forum: Open Discussion and Dev Announcements
Topic: Are you using lightmapping?
Replies: 142
Views: 22872

But I wonder ... why did you not start from fsrad ? I have at least two reasons for wanting to implement it from scratch: Implementing it from scratch provides a better learning experience for me -- I know a lot more about a lot of things now than when I started. I am the sole author and have compl...
by Murphy
Tue Nov 29, 2005 3:50 am
Forum: Open Discussion and Dev Announcements
Topic: Are you using lightmapping?
Replies: 142
Views: 22872

Sorry to beak this thread with a basic coding question ... however ... how do you paint the background lightmap image with a custom color ( other than black ) ? ( I am working on fsrad too ... ) Well, in my case it's easy. I have an if statement which is true if a lightmap pixel falls inside a poly...
by Murphy
Mon Nov 28, 2005 7:40 am
Forum: Open Discussion and Dev Announcements
Topic: Are you using lightmapping?
Replies: 142
Views: 22872

vermeer wrote:It looks like you are getting near... :)
Only for the first pass!

Moving stuff into the GPU and multiple passes is still a ways off. :)
by Murphy
Fri Nov 25, 2005 11:40 pm
Forum: Open Discussion and Dev Announcements
Topic: Are you using lightmapping?
Replies: 142
Views: 22872

puh, the rendering time for the last image (128x128 hemicube with random orientation) is practically the same as for the plain 128x128 hemicube. The random orientation one is just one additional call to glRotatef().