[Bf-committers] Game Engine feature questions

Charlie C snailrose at bresnan.net
Mon Jan 16 01:04:30 CET 2006

Hey Alexander,

The dynamic lighting is a texture lighting thing.
It is a cube map texture who's coordinates are generated form an objects
then applied to all objects. The alignment was based, so you can render a
regular EnvMap
map and save it, then use it at runtime with load. It was quickly written
and will be looked at
in more detail.


----- Original Message -----
From: "Alexander Ewering" <blender at instinctive.de>
To: "bf-blender developers" <bf-committers at projects.blender.org>
Sent: Sunday, January 15, 2006 1:28 PM
Subject: [Bf-committers] Game Engine feature questions

> On Sun, 15 Jan 2006, Erwin Coumans wrote:
> > Here is a user-level description of the new graphics features:
> > http://www.continuousphysics.com/ftp/pub/test/blender/Blender.htm
> > The features in the demos should look like this:
> >
> Hi,
> I have a few questions regarding these updates:
> 1) In the description of the new features, there are lots of broken images
>     (at least in my browser) which don't appear:
>     Is this me, or does this happen for everyone?
>     As such, sections Images, Mapping, World Types, Multiple Materials per
>     Mesh and Blendo Toon Shader are unavailable so I can't comment on
> 2) For envmaps, do I have to re-arrange Blender's envmap to conform to
>     OpenGL arrangement? This would be really cumbersome - it would be
>     very easy for the GE to shuffle around the cubemap in memory to
>     match the GL layout automatically.
> 3) Your demo image shows "Dynamic lighting". However, the game engine did
>     *always* have per-vertex dynamic lighting. So I suppose the new thing
about this
>     is *per-pixel* dynamic lighting?
> Thanks for the info (and checking the broken images ;),
> | alexander ewering              instinctive mediaworks
> | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
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