quote:
whats the difference between a lightmap and a shadowmap?
A lightmap is a (typically pre-calculated) texture map that contains the intensity values produced by a specific lightsource on specific geometry. The intensity values encode any possible shadow-effects, or even colour bleeding, in the case of radiosity.
Shadowmaps, OTOH, do not contain the actual light values. They contain a depth-buffer from the viewpoint of the light. The textures themselves do not store RGB values, but depth values. They are computed in realtime, for each lightsource, using render-textures (p-buffers). Directional lights and spot-lights need a 2D texture, while pointlights use a cubemap texture. When rendering your scene, a special kind of depth compare operation (supported on GF3+) is done on the shadowmap's depth value and an interpolated component. The result is a realtime per-pixel shadow information, that can be used in a subsequent pixelshader.
More informations about shadowmaps can be found here. (and a few more papers on the nVidia developer site).
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Beside this, I plan do compute the lightning for my indoor racing game through radiosity. Will the result of the radiosity calculations then be more lightmap-like or shadowmap-like?
Radiosity is precomputed, and therefore its solution is stored in lightmaps. You cannot (yet) compute radiosity in realtime. But ofcourse, the visual results of radiosity are excellent, so it might be worth using lightmaps for this purpose. Although you can combine lightmaps for the overall lighting, and shadowmaps for the effect of local dynamic lightsources.
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ps. how's the game going? any expected release dates?
Not yet. The shot above is from a public demo level, that isn't yet public because of .. hmm.. incompetent management people... nuff' said. Isn't so easy, if you develop a large game with a small team in a gamedev startup, while privately financing the development.
/ Yann
[edited by - Yann L on January 9, 2003 7:38:05 PM]