How do I texture a mesh with a diffuse and an emissive map in Irrlicht?
I need emissive maps so often: In every dark scene, where I have emissive white windows in buildings or space ships ... - where ever I see a shining area inside of a shadow.
Or do I have to use "lightmaps" for this in Irrlicht? And hw do I create this effect?
An Irrlicht material can hold two textures, but so far I only see the EmissiveColor member variable for a whole material - not an emissive map as a texture.
emissive map
-
pfo
- Posts: 370
- Joined: Mon Aug 29, 2005 10:54 pm
- Location: http://web.utk.edu/~pfox1
I've noticed that if you turn an object's lighting on and play with the emissive colors, it fitlers rgb in. It looks really useful as an effect (fading green in and out on a water plane to make toxic slime) or just an overall touchup to match colors between textures. I don't think you need to make an 'emissive map' per se, just set the material emissive colors and it will change the texture's output color.
Elise wrote
Irrlicht can't do it at the moment. I asked because I used this technique in Blitz3D for many models cause it reduces the amount of polys you need ... and Blitz3D is based on DX7 only.
Anyhow, emissive maps would be a nice feature to have for future releases of Irrlicht.
I see. That would be a way ... but I would have to redo some of my texture mappings for my old models.There's no emissive map. You can set the emissive color for the whole material only. You can have a separate material for windows for example and set the emissive color of that material high, that's how I do windows.
Irrlicht can't do it at the moment. I asked because I used this technique in Blitz3D for many models cause it reduces the amount of polys you need ... and Blitz3D is based on DX7 only.
Anyhow, emissive maps would be a nice feature to have for future releases of Irrlicht.