From: Devrim Erdem (devrim++at++vires.com)
Date: 11/14/2001 13:36:56
>
>
>The multipass algorithm in pfLightSource builds up a greyscale lightmap in
>the framebuffer. When building this lightmap, the contribution of each
>lightsource is additively combined with the rest of the scene. After all
>the lighting, we multiply the lightmap by the scene rendered normally
>(colors, textures, but no lights). So, anything black in your scene will
>multiply the lightmap by 0 and it does not get illuminated. This is
>correct behavior for diffuse lighting - a black object will not reflect
>any light. There isn't any way to light black objects with projective
>pfLightSources.
>
>For headlights, which do not move with respect to the eye, you could just
>create a texture that contains your desired headlight shape and in the
>draw callback, add it to the scene. The faster approach is to blend a
>texture containing the light lobe shape on top of the scene after
>rendering. The nicer approach is to project a texture onto the scene. In
>either case, you only need two passes. This approach will light black
>objects, but "adding" light to a scene does not look very realistic unless
>the light does not contribute much.
>
I have also implemented the post-draw-method. However, as you say it is
not realistic since black pixels are now gray and the underlying texture
can not be seen. ( My geometry is multitextured with base texture +
shadow texture ).
It looks like the technology is not yet there to light objects which are
statically shadowed using multitexture and I will falk back to the
traditional method with slightly modified textures.
Thanks Marcin.
This archive was generated by hypermail 2b29 : Wed Nov 14 2001 - 14:02:15 PST