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Shadowmap #57250
10/07/05 18:10
10/07/05 18:10
Joined: May 2003
Posts: 609
Rattenfängerstadt
Rigoletto Offline OP
Developer
Rigoletto  Offline OP
Developer

Joined: May 2003
Posts: 609
Rattenfängerstadt
Can anyone explain how the structure of shadowmap is? It´s one big map, how is it put to the level geo, i mean the coordinates. Is it like a normal bitmap or in a special format?

Re: Shadowmap [Re: Rigoletto] #57251
10/07/05 18:52
10/07/05 18:52
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
If mean a static shadow map or "lightmap" that WED generates, it's not really one big file, but a number of files. The coordinates are generated automatically by the compiler. The UVs are flattened and sized accordingly to polygon size in the level, and selected resolution from the compiler..the texture coords are assigned to the second set of texture coords on the vertices. Then lightmaps are calculated and rendered using I believe a depth-based approach (similar in theory to how the real-time shadow maps in my Sphere Engine are calculated). The bitmaps themselves are just normal 24-bit integer graphics files that are stored internally in the wmp file...they are normally in color..Then they are applied in the engine using simple multitextureing and a multiply2X blend mode.

I hope this helps. Is there some reason you want to know about this?

Re: Shadowmap [Re: Matt_Aufderheide] #57252
10/07/05 21:27
10/07/05 21:27
Joined: May 2003
Posts: 609
Rattenfängerstadt
Rigoletto Offline OP
Developer
Rigoletto  Offline OP
Developer

Joined: May 2003
Posts: 609
Rattenfängerstadt
Thanks for your detailed answer.

I think if it´s possible to manipulate the shadowmap, but it don´t seems so. The only way are FF or shader. But the static lights are not accessible by shader, i think. If they are it should be possible to apply "light gels" to it, it´s not so difficult i think. If you have the position of the static light and the distance and face vector, a "light gels" map could be applied.

I guess the map is 50% dark, so you can make darker and brighter areas.


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