Hit Me Baby: Difference between revisions

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==Noise filter on lightmap==
==Noise filter on lightmap==
Hit me baby uses a 16*3=48 bit lightmap. The lightmap is compressed using [[dual-jpeg]].
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.
Depending on the CPU of the computer that compiles the level geometry into a [[maps]] file, lightmaps can get ugly if not that many rays are used.
The noise-filter algorithm produces pretty results even when using insufficient processing power.
The noise-filter algorithm produces pretty results even when using insufficient processing power.


==Models with ray-traced shadows==
==Models with ray-traced shadows==
Although the plastic-phong-shading on the models is not ray-traced, the shadows of these models are.
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]].
Just like the trees in [[Gull_Kebap_VR]].


==Pretty but inaccurate bump-mapping==
==Pretty but inaccurate bump-mapping==
An imperfect attempt at bump-mapping is made.
An imperfect attempt at bump-mapping is made.
Emissive textures do not contribute to the bump-mapping. Nor do omni-lightsources cast shadows.
Emissive textures do not contribute to the bump-mapping. Nor do omni-lightsources cast shadows.

Latest revision as of 22:17, 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 features 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 if 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 but 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.