2 registered members (rki, AndrewAMD),
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spider. |
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Re: What are you working on?
[Re: rayp]
#405183
07/25/12 13:43
07/25/12 13:43
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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leaving the offtopic topic: I'm just playing with setting tree model leaf normals runtime to be brighter only towards Sun: before: after:
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Re: What are you working on?
[Re: sivan]
#405185
07/25/12 14:31
07/25/12 14:31
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Mh, the second picture looks a bit "flat" :|
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: 3run]
#405201
07/25/12 20:14
07/25/12 20:14
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Just managed to implement objectbased clippingplanes for my portal, so nothing goes behind it.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: ratchet]
#405211
07/25/12 21:37
07/25/12 21:37
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Working with view-space material maps. Also known as matcap-shading (greetings @ParadoxStudio), but I guess Pixologix will sue me if I call them so to advertise my game instead of processing the per-vertex normal for the cylinder hull (like ParadoxStudio), I calculate a per-pixel normal, knowing that the hull is cylindrical. That way, I get a per-pixel view-space normal, which I can use to fetch the view-space material map. It works nice! And is fast! The caps are btw. quads: I evaluate the per-pixel object space-position and clip the pixel, if it is outside the uniform circle. This technique guarantees me a perfect rendered circular cap + it reduces the amount of polygons by the half + a static amount of +4 polygons. [EDIT] Plus, I store the diffuse in RGB channel, the specular & glow part in A, so that I can modulate with that grey material arbitrary colors!:
Last edited by HeelX; 07/25/12 21:47.
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