Hit Me Baby
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.