[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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