 earl Registered User |
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| 2007-06-05 17:06:41 |
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Hi, I recently started exploring the uses of IrrEdit for lightmapping. Currently I'm looking at animating the movement of the sun and moon in a realistic fashion in my irrlicht powered virtual reality project, and I'm trying to see about casting realistic shadows. However, I need to know... Are those textures generated by the lightmapping calculations static, and can we create a scene with an animated lightsource to animate cast shadows?
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 niko Moderator |
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| 2007-06-06 09:18:01 |
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Hi, the lightmapping is static, yes. If you need dynamic shadows, try the stencil shadows which are available in irrlicht, although you cannot preview them in irrEdit.
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 earl Registered User |
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| 2007-06-06 16:34:09 |
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Ok, that's what I needed to know! Thanks a ton.
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 earl Registered User |
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| 2007-06-06 18:03:54 |
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After reading about how woefully terrible everyone's frame rates suffer when using stencils, I had another idea which might still be feasible. Would it be possible, do you think, to render a lightmap for each frame of a very long animated mesh? The shadows dont have to respond to anything but the light from the sun and moon, I'm not worrying about other light sources.
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 niko Moderator |
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| 2007-06-08 09:08:21 |
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Sure, would be possible, but I think you would need a lot of texture data and some mechanism to create and organize this. I think realtime shadows would be simpler here.
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 earl Registered User |
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| 2007-06-09 02:15:52 |
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Ok, Thanks for your input. :D
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