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forum topic indicator Can global illumination be used as lib?
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Markk
Registered User
Quote
2007-05-23 21:54:23

Hi

Could the global illumination code from irrEdit be made available as a plugin/lib for irrlicht for lighting scenes programmatically?

It doesn't matter if this takes a while to compute (it's not for a game). It would consider obtainig a paid license for that...

Thanks,
Mark



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niko
Moderator
Quote
2007-05-24 07:45:59

Hi, sure, would be no problem. I could add it to the irrEditLib.dll for people purchasing an irrEdit license, once available. This could take just one or two weeks ([url=http://www.irrlicht3d.org/pivot/entry.php?id=516]read why[/url]), hope this would be ok for you.

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Markk
Registered User
Quote
2007-05-24 10:07:04

[quote=3]Hi, sure, would be no problem. I could add it to the irrEditLib.dll for people purchasing an irrEdit license, once available. [/quote]
It would have to be a developer license though. No royalties for end users. Is that possible?

Also I assume it'd be snuggly integrated in the irrlicht scenes, meaning after building a scene programatically (using only meshes) and adding the usual light sources, I could just call some smgr->letThereBeLight() or other and after some seconds or minutes irrlicht would have applied lightmaps or whatever to the meshes.

To be more specific: there is no parallel scene graph needed, right?

(Some added material attributes are ok, of course.)

[quote=3]This could take just one or two weeks ([url=http://www.irrlicht3d.org/pivot/entry.php?id=516]read why[/url]), hope this would be ok for you.[/quote]
No problem.

Just to be clear about the current "power" of the irrEdit global illumination code: as per now, it does not consider reflecting surfaces or even refraction, right? Only diffuse reflection (color bleeding) with no regard to the specular properties of the nodes (so no direction modulation of reflected photons), right?

Are there any plans for more?  :P

Background: I'm currently evaluating a 3D engine that offers real-time walk-through rendering combined with almost off-line rendering quality. All scenes are static (but programmatically generated) so the user could choose to go drink a coffee and come back to have a nice pre-calculated, but still "walk-through-able" scene. Reflective surfaces will almost universally be planar and I hope, I could almost get raytracing quality with hi-res multiple render to target implementations on those (hope I can get away with dozens of targets in one scene?). Having said that, the fps are not that relevant as long as they stay above say 1 frame per second.

Thanks,
Mark


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niko
Moderator
Quote
2007-05-24 20:14:24

Hi, I just answered this via mail, lets continue there ;)


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