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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: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Mon, 15 Aug 2005 20:18:28 -0700
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> <CAE9040D-2C53-47E2-81EC-3B54FA9F6C50 at chaoticbox dot com>
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.

Hmm...Well I guess there's really no way to test if 3DS Max even exports the vertex colors. I don't want to waste time working on this to find out that 3DS Max doesn't even export the information. Is there another program I can use that would show this?

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.

Alright. They're not really needed since dynamic lighting should work just find. You shouldn't really need more than 1 or 2 anyways.

I guess a global point light should work just fine at a huge distance. I do see that it is actually easier to calculate.


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

Of course not.

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.

What about occluders? How do I calculate if something is blocking the light?

I don't really mind waiting even an hour to calculating this for a small sized town. Would it be feasible to use the FindPoint method (of RB3D space) to test whether a light hits a given vertex? I could point the camera at a vertex and see if the findPoint returns a value relatively close to the vertex (test only the z difference from the camera). Of course I would have to ignore all the objects out of view before doing the findpoint test.

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