[Bf-committers] Feature that revolutionizes use of radiosity in game engine

Martin Poirier theeth at yahoo.com
Sat Jan 8 16:18:24 CET 2005


Except that radiosity calculations are far from
realtime.

Martin
--- Juan Julio Pe�a Mena
<jjulio.pena at verizon.net.do> wrote:

> El s�b, 08-01-2005 a las 17:08, Alexander Ewering
> escribi�:
> 
> > On Sat, 8 Jan 2005, Juan Julio [ISO-8859-1] Pea
> Mena wrote:
> > 
> > >> You can now totally finish your modelling,
> INCLUDING UV-Mapping
> > >> and texturing, subdivide the mesh a few times
> using the regular
> > >> subdivide function, THEN calculate a radiosity
> lighting solution, choose
> > >> "Add new meshes", select the old mesh and then
> the radiosity mesh,
> > >> CTRL-C -> Vertex Colours, and NON-DESTRUCTIVELY
> APPLY THE
> > >> LIGHTING TO THE UVMAPPED MESH.
> > >>
> > >> Why didn't anyone think of this...
> > >
> 
> 
> You know, if you can adapt it to be done in real
> time you could have
> interactive radiosity on the game engine !
> > _______________________________________________
> Bf-committers mailing list
> Bf-committers at projects.blender.org
>
http://projects.blender.org/mailman/listinfo/bf-committers
> 



		
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