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PsycoBlade

DX8 SDK examples and PR

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I hate to bring this up again, but its real important to me. I''ve noticed in a few of the DX8 SDK examples, lightmaps are used in conjuntion with the D3D Pipeline ("MFC Tex" in the Direct3D Examples folder is one that comes to mind). Are we going to see lightmaps compatible with the D3D Pipeline in PR in one of the future releases? Thanks. -Rich

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The BSP engine uses lightmaps with the D3D pipeline. Is there any reason to use the older routines now?

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Yes, especially if we do something like use a 3ds mesh with BSP only for collision.


Gary

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Exactly. All my games are going to use a mesh for the graphics and BSP for collision. Lightmaps are critical to my games. Thanks.

-Rich

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Well I don''t have any plans for doing that. The old lightmap code just sets up the texture coordinates. There is no precalculated lightmap generator for radiosity or shadows with that code. The lighting equation also has some bugs that were fixed up in the BSP version.

I think if you want lightmaps, use all BSP''s for rendering. For vehicles like a complex jeep with simple BSP collision representation use the BSP/mesh combo and vertex lighting.


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