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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: Sat, 20 Aug 2005 23:20:59 -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> <CAE9040D-2C53-47E2-81EC-3B54FA9F6C50 at chaoticbox dot com> <C67E7CE8-E64B-4C39-A825-14CD0A88C271 at miensoftware dot com> <75099C14-B525-45F5-B96A-6FF18C435514 at chaoticbox dot com> <D1B36A2F-97EE-4B71-BC3B-BD3A5548541A at miensoftware dot com> <049C1457-8F68-4A08-A591-E874CF0EC7B7 at chaoticbox dot com> <034341D7-ECC5-4072-8B76-7E9F1DC660DD at miensoftware dot com> <668F9E8B-AD29-4B01-B08E-67F41622722E at miensoftware dot com>
On 20-Aug-05, at 1:03 PM, Lo Saeteurn wrote:

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.

Please post some screenshots when you've got something to show - I'm curious to see the results!

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...

Not sure what you mean by a "mesh-based" lightmap (a highly tessellated version of the original mesh?) Either way it's pretty much impossible to render per-pixel lightmaps through Quesa, as it only allows one texture per triangle (and one set of UV's for that matter).

Frank.
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