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Posted 11 November 2012 - 10:05 AM
Posted 11 November 2012 - 10:55 AM
Posted 11 November 2012 - 11:30 AM
Posted 12 November 2012 - 05:27 AM
Posted 12 November 2012 - 06:24 AM
Posted 14 November 2012 - 12:30 AM
Posted 14 November 2012 - 12:46 AM
Really close Attenuation describes the light intensity depending on the distance, you should keep this. But many games uses projective light maps, which are masking out the light, similar to shadow maps. The cheapest light projection is done for spotlights (a simple 2d alpha texture), but you could although use cube maps for omnilights or parabolid texture mapping. It is kind of shadow mapping with static shadows(shadow maps do a depth comparision, whereas a projective light map is just a alpha mask).
What about 2D attenuation maps, or even 3D cube maps ?
Posted 14 November 2012 - 02:58 AM
Posted 14 November 2012 - 05:00 AM
Lightmaps are still often used in current gen (e.g. UDK,Source), though the next generation of engines (and hopefully consoles) will start to support dynamic global illumination.
But man, with all those dynamic and per pixel lightings and stuff, sometimes I'm missing the light maps from the past..and the nice and fast illumination they offer..
Posted 14 November 2012 - 09:09 AM
Posted 14 November 2012 - 12:51 PM
Edited by Ohforf sake, 14 November 2012 - 12:56 PM.
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