[Bf-committers] Re: [Bf-blender-cvs] CVS commit:
blender/source/blender/blenkernel/bad_level_call_stubs stubs.c
blender/source/blender/blenkernel/intern displist.c
blender/source/blender/imbuf
IMB_imbuf.h blender/source/blender/imbuf/intern filter.c
blender/source/blender/include
BIF_meshtools.h blender/source/blender/render/extern/include
RE_pipeline.h ...
Alexander Ewering
blender at instinctive.de
Sun Nov 19 17:53:57 CET 2006
On Sun, 19 Nov 2006, Carsten Wartmann wrote:
> - It displays well in the interaktive Display
> - when using the baked texture in the GE the mapping is screwed up (without a
> material, no "Use Blender Materials")
> - if I use "Use Blender Materials" I have to add a texture, with UV source,
> then it works in the GE
This should indeed be a pretty nice addition for the game engine, so one can
finally get decent baked lighting without using radiosity.
When will we finally have several sets of UVs so that this can be baked to a
seperate lightmap :-)
| alexander ewering instinctive mediaworks
| xx-mail.com/instinctive http://www.instinctive.de
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