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Non-real-time shadows?

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Hi. I''m pretty new to c programming and very new to OpenGL so I thought it would be a great idea to make a 3D engine for my second c game. So far I''ve made a basic program to look around a 3d world and a simple windows style map making program. I''ve seen the real-time shadows you can produce with OpenGL but there is a lot to be said for non-real time lighting effects like in quake2 and improved Half-life. Is there a way to map darkness or color onto only part of a textured face/quad without splitting it up into many smaller pieces? Is there a way to do it using one of the glColor...() functions?

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>>? Is there a way to do it using one of the glColor...() functions? <<
not really have a search for lightmapping on the web

http://members.xoom.com/myBollux

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I have never read some theory about lightmapping/shadowmapping, but i suspect that you have to use Multitexturing, first texture the walls with the normal texture, follow that with a texture which is your shadow texture (use alpha blending), you have to precalculate the shadow textures though.

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cool. thanx. I searched for help on lightmapping and I got some great help. it''s running sweet at the moment but needs tweaking.

Is there a simple way of doing multitexturing? the tutorial with the bumpmapping is way to complex for me.
I just want to multiply the two textures together in one pass, to speed things up.

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a lot of examples of multitexturing on my site . also theres a couple of bumpmapping as well

http://members.xoom.com/myBollux

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You can do fake non real time shadows very simply by drawing a dark spot textured quad underneath an entity.
this doesn''t require multitexturing.

And no, the V2''s definitely do not support Multitexturing.

-Mezz

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I''ve seen that method before. Simple, but effective. I will probably use that, thanks.

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You can do multitexturing without the extension:

1) Make sure that the Zbuffering is set at less than or equal(forgot the constant)

2) Draw the first Triangle with the color texture

3) Draw another Triangle at the same place with texture of the lightmap in the alpha channel

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Errr. So which one is it? Mezz says v2 doesn''t support multitexturing and Countach says it does. You can''t both be right.
I can do it with blending by drawing the textures one after the other and multiplying, but can I do this in a single pass?

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v1 does NOT support multitexturing
v2 and up DO support multitexturing
(i check a couple of weeks ago)

>>I can do it with blending by drawing the textures one after the other and multiplying, but can I do this in a single pass? <<
if u could do that there really would be no use for them to come up with multitexturing would there?

http://members.xoom.com/myBollux

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ALL YOUR BASE ARE BELONG TO US !!!!!!!!!!!

SOMEBODY SET UP US THE BOMB !!!!!!!!!!!!!



THAT MOVIE IS AWESOME !!!!

I was just about to post a new thread with that as the subject.

I think I will anyway




Edited by - The Kid on February 20, 2001 5:31:25 PM

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