More pages: 1 ...
11 ...
21 ...
31 ...
41 ...
51 ...
61 ...
71 ...
81 ...
91 ...
101 ...
111 ...
121 ...
131 ...
141 ...
151 ...
161 ...
171 ...
181 ...
191 ...
201 ...
211 ...
221 ...
231 ...
241 ...
251 ...
261 ...
271 ...
281 ...
291 ...
301 ...
308 309 310 311 312 313
314 315 316 317 318 ...
321 ...
331 ...
341 ...
351 ...
361 ...
365
Query Failed
Sunray
Tuesday, March 2, 2004
Very nice.
NeoKenobi
Tuesday, March 2, 2004
@Fraulein Schmid
Using a volume map to store lighting information is a lot faster than dynamically compute the lighting, that's why all the old games (Quake etc.) used lightmapping instead of dynamic light computation.
@Humus
The DX DDS texture viewer thingie says your lightmap is 2D... How come you are using a 2D texture for volumetric lighting?
MesserFuerFrauSchmid
Tuesday, March 2, 2004
Volume map -> BAD IDEA = BAD PERFORMANCE = UNPRACTICAL
strepto
Tuesday, March 2, 2004
Yupee! OpenGL

))
Youre great!
nbohr314
Tuesday, March 2, 2004
very nice, I wonder if a mixed-use mode would work. ie a dynamic light affecting the output of a static lightmap. A transition area from dynamic to static map areas might be smoothed out. (not all areas are lit by dynamic lighting). A great use might be in a game kinda like Eternal Darkness for the Gamecube.
digitalwanderer
Tuesday, March 2, 2004
Thanks Humus!

G!ZMo
Friday, February 27, 2004
yes!!!
now it runs on my gffx5950ultra...
very nice demo !!!
Swot
Tuesday, February 24, 2004
Your Demos are just incredible!! [icon14]
More pages: 1 ...
11 ...
21 ...
31 ...
41 ...
51 ...
61 ...
71 ...
81 ...
91 ...
101 ...
111 ...
121 ...
131 ...
141 ...
151 ...
161 ...
171 ...
181 ...
191 ...
201 ...
211 ...
221 ...
231 ...
241 ...
251 ...
261 ...
271 ...
281 ...
291 ...
301 ...
308 309 310 311 312 313
314 315 316 317 318 ...
321 ...
331 ...
341 ...
351 ...
361 ...
365