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Thread: Shell city racer demo to attempt to break




Shell city racer demo to attempt to break
user name
2006-07-19 17:26:55
> 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
gerbiltheburrow.co.uk 

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