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And here is the final version:

complete with shader ‘fast blur’ and multi-textures
and here with multiple colored lights and invisible shadow casters

work is needed to smooth the result a bit, but it looks like it works (getting the different lighting colors wasn’t as simple as I initially thought though)
there are 4 lights each shadow casting in color. You can see multiple shadows being handled by looking left from the light to the first hidden caster
and here with better color correction:

Here’s the very first initial single light with 2d shadow caster

OK. Heres the result i was looking for:

this is NOT a traditional shadow caster. is is operating in 2d and then being combined in 3d taking the 2d dimensions.
it should be able to handle many (well around 50-150) point lights without affecting fps. I will need to do trials now
the FPS is a rock solid 60 – not 6 (the 0 got clipped)!
Brilliant… After a bit of tweaking and working out where best to put things it worked – 2 textures YAY
Small question about the Texture class.
How would I copy an Image into a Texture?
I would like to have one of the Textures updated regularly with the contentment from an Image
i’m currently using:
_image.GetTexture(0).ValidateGLTexture()
is this correct?
thanks Mark. I’m looking into the code snippet above and will report
thanks, I’m looking into adding multiple shadows. it’s early days yet.
working on the tile system at the moment. Just got the base 4×4 finalised and the new data structure that correctly rotates the objects, allows for tiles to be rotated and scaled independantly:

provision for up to 4 main objects per tile
I need to think about dressing next – adds some nice extra stuff…
I’m going to write a quick timeline controls so I can add scripted events and movement properly, next…
and finally with a better look

and now…

I think TableRogue is a possible name?
thanks. got the textures implemented now:

and a new shader

a close up with another model

Red Dwarf in trouble
The dwarf has no specular, the tentacles each has different specular, different base colours and sizes.
The purple and green tentacle is the actual model colors
There are no bitmaps used, just vertex colors
erm . no!
first it crashes/halts a program
second – Check the code… it’s calling itself.
It should be setting a Vec3f and then calling SetPosition( Vec3f,bool )
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