Not sure you'll be able to do this using Quaternion.Transform -
IIRC, that rotates around the origin and is generally only useful
when dealing with unit direction vectors. The "proper" way to do
this is to run the rotated geometry (or a copy of it) through an
appropriate matrix transform in software (i.e. rotate the vertexes/
triangles, then recalculate the normals). You might be able to take
some shortcuts but I can't think of anything at the moment. The
3DMF Workshop source has some software transform routines you might
be able to adapt (Generic3DModel.RotateX/Y/Z in particular).
Thanks. I'll take a look.
A mesh generated by the rays hitting a surface. Or, instead,
attach the new points onto the mesh that the ray hits so that the
shadows are sharper and more accurate.
The latter is really your only viable option in Quesa. Better yet,
just subdivide the model prior to lighting.
Yes, subdivision is an option.
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).
That's what I mean. Since Quesa cannot support multiple UVs, the
2nd texture must be on a separate mesh that is slightly shifted
over the original.
It will be nearly impossible to do this for models of any
complexity. Even if you can generate a mesh that's cleanly shifted
above the original geometry (which isn't as simple as it may seem)
shifting it too far will ruin the effect, and not shifting it
enough will cause z-fighting errors. Add to that that Quesa will
treat the lightmap surface as transparent and it'll likely render
too slow to be of any good. The only reliable way to render
lightmaps is using a multitexture pass, or a second blended pass
with depth writes disabled. Neither of these techniques are
available with Quesa.
I've seen it done in Renegade successfully. Even shifting it by a
visible margin (from side view) seems to do the trick. The problem
may arise when using a lot of these overlays. I have noticed the Z-
fighting errors from a high angle and far distance, but having a near
visible margin seems to eliminate it.
Since Quesa is open source, isn't there a way to force multiple passes?
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