Advanced illumination: How?
Posted: Thu Aug 18, 2005 6:40 pm
Ok, so I read this tutorial on gamedev.net... and am not really sure how I would do this. Not at all.
I found it here: http://www.gamedev.net/reference/articl ... cle918.asp
Overall it sais:
Did anyone ever consider implenting illumination into irrlicht?
Worked out?
And don't think that I'm another newb excepting to create something that is of high quality. I'm just asking, not begging, not expecting..
- Myth
I found it here: http://www.gamedev.net/reference/articl ... cle918.asp
Overall it sais:
How are you guys thinking about this?1. render cube view from object origin.
2. blur cube view so that all pixels contribute their color equally to the half of the cube view closest to them.
3. use normal mapping to acquire UV coordinates for each vertex of the mesh.
4. texture map the cube view onto the object, except DO NOT USE PIXEL COLORS AS YOU WOULD NORMALLY, instead, use the pixel colors as lighting values, and add those light values to the light already present on the object from traditional lighting methods.
5. Render the scene with it's new light values.
Did anyone ever consider implenting illumination into irrlicht?
Worked out?
And don't think that I'm another newb excepting to create something that is of high quality. I'm just asking, not begging, not expecting..
- Myth