for (u32 i = 0; i < node->getMaterialCount(); ++i) {
for (u32 t = 0; t < _IRR_MATERIAL_MAX_TEXTURES_; ++t) {
Radiosity Normal Mapping for Irrlicht
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The_Glitch
- Competition winner
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Re: Radiosity Normal Mapping for Irrlicht
Better?
Code: Select all
for (u32 i = 0; i < node_Alley->getMaterialCount(); ++i)
{
for (u32 t = 0; t < _IRR_MATERIAL_MAX_TEXTURES_; ++t);
node_Alley->getMaterial(i).TextureLayer[i].AnisotropicFilter = 8;
}Re: Radiosity Normal Mapping for Irrlicht
You've got a programming error there. 'i' can't index both material and texture. Perhaps if you try a desk check with pencil and paper you might find your error.
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The_Glitch
- Competition winner
- Posts: 523
- Joined: Tue Jan 15, 2013 6:36 pm
Re: Radiosity Normal Mapping for Irrlicht
Improved the normal map shading a bit more also gave traditional normal maps the ability to some what self shadow. So as it stands these shaders can use ssbump maps or regular normal maps.
Added a user control variable for bump strength.
Added a user control variable for bump strength.
Removed Deprecated picture.
Last edited by The_Glitch on Tue May 05, 2015 1:04 pm, edited 1 time in total.
Re: Radiosity Normal Mapping for Irrlicht
Now the walls have been under constant meteor bombardment on the moon for a few thousand years
(also, isn't it so much nicer with aniso?)
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The_Glitch
- Competition winner
- Posts: 523
- Joined: Tue Jan 15, 2013 6:36 pm
Re: Radiosity Normal Mapping for Irrlicht
LOL used a high resolution normal map and assuming I got the loop for aniso working right 
Re: Directional Lightmaps for Irrlicht
"fakeosity" lmaoMel wrote: Thu Jan 01, 2015 7:03 pm Adding more lights and placing them in the right spots, have you ever heard of the term "fakeosity"
It is much more of an artistical resource than computational but when it is well used it produces almost the same results, and the lights still work on the dynamic objects, thus, it is even a more convenient solution than baking the lighting into a texture when you may have many lights available.
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If you are looking for people with whom to develop your game, even to try functionalities, I can help you, free. CC0 man.

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If you are looking for people with whom to develop your game, even to try functionalities, I can help you, free. CC0 man.

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