Hit Me Baby: Difference between revisions
(Created page with "Hit me baby is the successor of Gull_Kebap_VR.") |
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Hit me baby is the successor of [[Gull_Kebap_VR]]. | Hit me baby is the successor of [[Gull_Kebap_VR]]. | ||
The base-code is adopted from [[Gull_Kebap VR]]. | |||
A couple of new weatures are: | |||
==Support for transparent geometry== | |||
The refraction index always remains 1. But the transparent geometry handles [[radiosity]] pretty well. It is possible to make a structure out of multiple [[polyheda]]. The intermediate surfaces are cut away. | |||
The result is pretty. | |||
==Noise filter on lightmap== | |||
Hit me baby uses a 16*3=48 bit lightmap. The lightmap is compressed using [[dual-jpeg]]. | |||
Depending on the CPU of the computer that compiles the level geometry into a [[maps]] file, lightmaps can get ugly is not that many rays are used. | |||
The noise-filter algorithm produces pretty results even when using insufficient processing power. | |||
==Models with ray-traced shadows== | |||
Although the plastic-phong-shading on the models is not ray-traced, the shadows of these models are. | |||
Just like the trees in [[Gull-Kebap VR]]. | |||
==Pretty buy inaccurate bump-mapping== | |||
An imperfect attempt at bump-mapping is made. | |||
Emissive textures do not contribute to the bump-mapping. Nor do omni-lightsources cast shadows. | |||
Revision as of 21:12, 14 August 2024
Hit me baby is the successor of Gull_Kebap_VR. The base-code is adopted from Gull_Kebap VR. A couple of new weatures are:
Support for transparent geometry
The refraction index always remains 1. But the transparent geometry handles radiosity pretty well. It is possible to make a structure out of multiple polyheda. The intermediate surfaces are cut away. The result is pretty.
Noise filter on lightmap
Hit me baby uses a 16*3=48 bit lightmap. The lightmap is compressed using dual-jpeg. Depending on the CPU of the computer that compiles the level geometry into a maps file, lightmaps can get ugly is not that many rays are used. The noise-filter algorithm produces pretty results even when using insufficient processing power.
Models with ray-traced shadows
Although the plastic-phong-shading on the models is not ray-traced, the shadows of these models are. Just like the trees in Gull-Kebap VR.
Pretty buy inaccurate bump-mapping
An imperfect attempt at bump-mapping is made. Emissive textures do not contribute to the bump-mapping. Nor do omni-lightsources cast shadows.