> Hi Barry, the game looks great. And regarding the light
maps, I have a
> question. Are you using the meshdeform modifier and
accessing the vertex
> list when making those light maps, or have you
figured-out a better way of
> doing it?
I am indeed. I do build everything (well, just about
everything, but I'm
here referring specificially to the level geometry) via
lingo at run-time.
This is the rather large building bar at the start. Because
of the fun of
SW3D members, I found it easier to simply dump anything that
requires
lightmaps into my own format and build from there. It's
nothing complex
though, just text in a field - for each model I have the
list of faces,
vertices, shaders and two sets of UVs, one for textures and
one for
lightmaps. It's worked fine for me so far, although I
can't say I'm really
happy about how long this game takes to build but at least
it's a one-off
hit per session, and it's much larger than anything I've
done before.
> I'm pretty sure Lucas is correct, as when using the
opengl api, you can
> see that sw3d simply clears the depthbuffer (and
optionally colour
> buffer), then redefines the viewrect and scissor rect
to match that given
> to your camera.
Coolio - cheers for that, I forgot you guys have
under-the-hood access to
some of what sw3D is doing
Calculating VRAM usage is still a bit of a black art to be
precise, but
thanks to you (plural) that's one less thing for me to get
wrong.
Barry
gerbil theburrow.co.uk
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