Thanks for your help Frank!
I've been working on this on and off for the past few days it it
seems to work now using an accurate Ray-Triangle test. I can set a
point light and it is able to cast vertex lights along with vertex
shadows. If I want spot lights, it can be easily achieved by putting
an object behind the light.
The next step is to expand on this and create per pixel lighting by
ray-tracing the entire scene and generating a mesh-based lightmap,
but I'll leave this for another day if I decide to do it...
On Aug 16, 2005, at 10:30 AM, Lo Saeteurn wrote:
Alright. Thanks for your help. I'll give it a shot.
You pretty much have to run the vertex and normal through the same
rotation matrix. I'm not sure if Quesa has methods to let you can
extract the appropriate matrix so this might be a bit of a pain
(or a major pain if the object is transformed by one or more
parent groups). You'll have to take scaling into account as
well... :/
Everything's *much* easier if all static geometry is already in
worldspace before giving it to Quesa. Static geometry is also more
efficient this way since Quesa won't have to do redundant
transforms every frame. I know this may not be practical based on
stuff you've previously posted here (e.g. your modular world
editor) but a little more pre-processing to get vertexes into
worldsapce from the get-go can prevent a lot of headaches later on.
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