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Re: OBJ and 3DS support for vertex colors

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: OBJ and 3DS support for vertex colors
From: Frank Condello <developer at chaoticbox dot com>
Date: Mon, 15 Aug 2005 22:56:35 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <8DF2BB08-78E5-4A06-B484-895B5868CC47 at miensoftware dot com> <98D5C6A8-4D28-4AAC-9D45-664AA46DD36E at chaoticbox dot com> <D962D06D-00DB-4899-A24F-5553090F959B at miensoftware dot com>
On 15-Aug-05, at 10:25 PM, Lo Saeteurn wrote:

Does 3DMF Workshop import the vertex colors?

No, but it should be doable. This would require a bit of work though, since the Generic3D classes don't take vertex colours into account at this point. So the core, the importer, and the exporter would all have to be updated for this to work.

Calculating vertex lighting yourself isn't terribly difficult though. Here's an old but useful reference: <http:// www.flipcode.com/articles/article_doinglighting.shtml>.

Thanks. I'll take a look if it's the last resort. Does it include directional lights? Not very important as the dynamic lights should work just fine since not many directional lights should really be needed.

I can't recall if it does, but directional lights are similar to attenuated lights (and typically require less math). That article also details more that you'll probably need, like the specular component, and spot lights.

Shadows/occlusion are a little more work

These would be really great to have, but I'm not skilled enough to do these. I'm willing to pay anyone to willing do it for me.

I'm not talking real-time DOOM 3 type shadows, but determining whether a static vertex is lit by a static light is relatively straightforward. Since you're pre-processing it doesn't even have to be fast (which makes things even easier). It just comes down to doing a bunch of ray-triangle collision tests to see if a particular light affects a particular vertex.

Frank.
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