[Bf-committers] Radiosity 'engine'

instinctive new media bf-committers@blender.org
Sat, 7 Jun 2003 14:04:12 +0200 (CEST)


On Sat, 7 Jun 2003, onk wrote:

> There's just one little thing, that it would internally need a 'float' 
> texture map to deal with arbitrary-intensity light 'quantums'.
> Are you going to touch that code ? or anyone else ?

I don't think it would need to be that exact... after all, it's only
COLORS, no matter if they are used for lighting or not, and using 8 bits
per color channel can use the full potential of most display setups...
using floats for that would pretty much be overkill...

My primary concern is usability of the Radiosity engine... it is a very
tedious work to convert your scene or parts of it to radiosity lighting.
You have to completely re-structure it.

| alexander ewering           instinctive new media
| ae@instinctive.de       http://www.instinctive.de 
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