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Re: Doing your own vertex lighting (Was: OBJ and 3DS support for vertex

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Doing your own vertex lighting (Was: OBJ and 3DS support for vertex colors)
From: Jeff Quan <jquan at mindspring dot com>
Date: Sun, 21 Aug 2005 13:38:02 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
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On Aug 20, 2005, at 11:44 PM, Frank Condello wrote:

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.

Well that's the problem - it's an illusion that can easily break. You can get away with this sort of thing in specific situations but auto-generating the same effect for an entire map will be extremely difficult (and again, once Quesa starts sorting those surfaces you'll see major slowdowns).

Renegades is mostly successful due to the hand-creation of lightmaps combined with some forced-perspective tricks to minimize depth sorting errors. I'd rather have multipass than to try to algorithmically do that in Quesa to avoid having a hit with transparent meshes.

==
Jeff Quan
jquan at mindspring dot com

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