Sorry, that was my supposed to be stained glass effect test.hybrid wrote:But the gate is half-transparent. I don't think that TRANSPARENT_ADD is a valid choice here...
I'll have to fix that one because I used the gate as a test.
dlangdev wrote:Thanks.IrrWHAT?! wrote:dlangdev, you really are quite an artist. You make simple lightmaps and low-poly models look so awsome.
I'm a big fan of lightmaps, but have never had the opportunity to experiment with them.
Artwork like that, combined with shaders; the potential boggles the mind.
Though I'm _not_ really what you can call an 'artiste' as these images posted above are the result of many hours of trial-n-error. You probably haven't seen the hideous one yet.
So yeah, post some of your creations, especially the ones with lightmaps coz I'm sure we'll enjoy them here.
I don't seem to be able to make them out.dlangdev wrote:These images show parallax mapping for some materials
True, they're normal maps generated by Nvidia tools. I'm still setting-up the tool for handling heightmaps. That will come much much later.sio2 wrote:
I don't seem to be able to make them out.
Nope, I'm not at that level. I have yet to rig the next round of testing targeting that spec. Though I'm looking forward to dealing with lights that go over 20 or even close to 50.sio2 wrote: But anyway, are you finding the nearest, say, three lights for each parallax surface? How are you using lights?
Definitely, just show us the screenshot when it's ready. I'll be waiting here. I'm sure it's going to look awesome.sio2 wrote: You can see now where rogerborg's LightManager comes in. My next demo has a Doom3 MD5 animated model (with bump mapping) in a Quake3 level - some form of light management will be needed to light the dynamic (MD5) objects...