[Bf-committers] Game Engine feature questions

Charlie C snailrose at bresnan.net
Mon Jan 16 01:19:42 CET 2006


Yes very much so, the demo is just showing uses with out GLSL
and using fixed functionality.

Thanks,
Charlie


----- Original Message -----
From: "Alexander Ewering" <blender at instinctive.de>
To: "bf-blender developers" <bf-committers at projects.blender.org>
Sent: Sunday, January 15, 2006 5:09 PM
Subject: Re: [Bf-committers] Game Engine feature questions


>
> On Sun, 15 Jan 2006, Charlie C wrote:
>
> > Hey Alexander,
> >
> > The dynamic lighting is a texture lighting thing.
> > It is a cube map texture who's coordinates are generated form an objects
> > position
> > 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.
>
> I see, that's interesting. Though, wouldn't it be much faster to just use
a
> regular fragment shader for per-pixel dynamic lighting?
>
> | alexander ewering              instinctive mediaworks
> | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
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