Hit Me Baby: Difference between revisions
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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]]. | The base-code is adopted from [[Gull_Kebap VR]]. | ||
A couple of new | A couple of new features are: | ||
==Support for transparent geometry== | ==Support for transparent geometry== | ||
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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 | 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 [[ | Just like the trees in [[Gull_Kebap_VR]]. | ||
==Pretty | ==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.