"The survival of liberty in our land increasingly depends on the success of liberty in other lands. The best hope for peace in our world is the expansion of freedom in all the world."
- George W. Bush
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Query FailedNeARAZ
Tuesday, August 22, 2006

Why exactly the position map is needed? Can't you just compute world space position at vertices and pass that to the fragment? Or is it this "push out a bit" thing to avoid intersections?

Humus
Monday, August 21, 2006

Doh, forgot about device resets in DirectX. I'll fix that later.

sqrt[-1]
Monday, August 21, 2006

Opps, not dynamic lights - I meant the dynamic lightmap textures.

sqrt[-1]
Monday, August 21, 2006

Looking good!
Not a real problem but the dynamic lights don't seem to survive window resizing. (could just be my card/driver tho)

ViLiO
Sunday, August 20, 2006

Works fine now on my 6600gt,
Great demo, as usual

Humus
Sunday, August 20, 2006

Sorry for the render target problem. I forgot Nvidia doesn't support R16F. I've uploaded a new version that uses RG16F if R16F is not available.

Lotuspec
Sunday, August 20, 2006

I'm also getting the "Couldn't create render target" (the 4 position maps are generated though) on a 6600GT.

Mike
Sunday, August 20, 2006

So rather than the tradional lightmaps its more an occlusion map thats created, storing the visibilty of a point from a light.

Either way very interesting with pleasing results, certainly very applicable for accelerating direct lightmaping as you state in an off line tool.

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