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Member Since 22 Dec 2009
Offline Last Active Jan 08 2013 10:54 AM

Posts I've Made

In Topic: From uv to local position

28 December 2012 - 10:09 AM

the explanation i gave was not good at all .......


i need to process a lightmap (like a post process but in cpu).

for each texel, i need to recover the model position that "generated" it (the triangle position that this texel will be "pasted" ).


so i did:

Rasterized all the triangles and discovered each UV, world position and normal for all rasterized "pixel", then i add it in a associative array (uv -> world position/Normal)

then when processing th lightmap (image processing ..) i just used this map to get the properties i needed !!!

is this a reasonable way ? (for me it looked like a hack)



The second part

Just extending the UV to the tessellated triangles fixed resolved. Thanks

In Topic: Create a LightMap with raytracing

18 November 2012 - 06:53 PM

thanks for the answers (specially MJP), they helped me to make some real progress (i finally got something working !!!)
But now that i am implementing some stuffs ... some new doubts are raising... (iam too much "ad hoc", i want to know if what iam doing is the right way to do !)
Instead of making some more questions here, i would love if someone point me a good book or a project that does the simple thing i want to do (a light baker with raytracing -- not the illumination calculation part ...)

Thanks !

In Topic: Create a LightMap with raytracing

13 November 2012 - 08:04 PM

In resume:
i have model that already have UV mapping.
I need to read the texels of my "empty" lightmap, find the model position associate with it and then use the raytracing in this position.
Do this for all my texels and thats it ??!!

Thanks !

In Topic: How do I read a CubeMap on CPU side? (Or how the GPU texCube function read a...

14 April 2012 - 09:45 AM

Thanks a lot !

In Topic: Architecture Of A Game

28 June 2011 - 06:34 AM

tutorial i dont know, but i know one good opensource API for guis that you can download and learn form that.
Their concepts are very close to windows forms way of handling events.
try http://neoforce.codeplex.com/
The code is not commented, but the architecture is not that hard to learn.

I should have stated my game is going to be 2d... Is BEPU a good choice for a 2d physics library?

No, bepu is for 3D physics.
For 2D i REALLY RECOMMMMMMMMEND the Farseer api http://farseerphysics.codeplex.com/,

Wow that does look very useful - I think i'll be using that to handle all the physics interactions in my game.

Is there a tutorial or something i can read to further my understanding of GUI element creation? I want to firstly get the menu code for my game completed since that seems like a logical place to start.