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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