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| Ray Lighting |
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![]() d000hg Member since: 1/21/2002 From: Durham, United Kingdom |
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| I can't see any of the pictures, which makes it a little disappointing! I'll check later and hopefully read it then. |
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![]() Myopic Rhino Staff Member since: The dawn of time
From: Temecula, CA, United States |
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| That's odd. Is anyone else experiencing this? |
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![]() rick_appleton Member since: 8/29/2002 From: Delft, Netherlands |
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| I'm seeing them. Off-topic: why do links to articles sometimes take me to the normal GameDev site, and sometimes to the articles with white backgrounds? |
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![]() Khawk Staff Member since: The dawn of time
From: Port Orange, FL, United States |
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| The light background articles you are seeing are the article links in the Articles resource section. When published on GameDev.net's front page, featured articles and columns are given the dark background, multi-page formatting, and are filed in the Articles section with the light background. Due to their shorter length, the links for Sweet Snippets are direct links into the Articles section, since Sweet Snippets do not have the featured article/column formatting with the black background. |
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![]() johnhattan GDNet Reviews Lead Member since: The dawn of time
From: Southlake, TX, United States |
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| They look just fine here. |
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![]() Drew_Benton GDNet+ Member since: 7/29/2004 From: Katy, TX, United States |
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Quote: 14.4k user?? ![]() |
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![]() Anonymous Poster |
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| its pics works just fine to me... nice article with impressive results... there is one fault in the code though... u have to put the values into a temporary lightmap first and then send them to the "real" lightmap during the blurring, else there will be an error... anyways its some real nice shadows u get there! |
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![]() Thr33d Member since: 6/24/2000 From: Portland, OR, United States |
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| Sorry to necromance this topic, but I have a concern/question: in the resultant pictures it appears you're applying the shadowmap, and textures. For accuracy's sake (if you aren't) you should include dot3 lighting (vertex lighting, or "bake" it into the shadowmap). The lit areas will just look white otherwise. I liked the idea of the (triangular visual) for calculating the shadow contribution. I'm assuming this is to approximate occlusion values (since light will also be coming from the sky, but especially from the direction of the sun). Maybe you could mention that (and maybe suggest precomputing occlusion, etc, if that's within the scope of the article.) Just a few thoughts! -Michael g. |
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![]() Dragon_Strike Member since: 12/11/2004 From: Sweden |
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| yes the idea behind the method is that its a simple way to calculate both directional and ambient light... i forgot to mention ambient light being occuluded sky light... and yes i probably shouldve added some lambertian lighting... but i wanted to keep things simple... been a while since i wrote this... just looked back on it now... |
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