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light trail

Started by browny Dec 9, 2002 at 8:06 AM 3 replies 700+ views
Original Post
browny
browny
Suppose i fired a rocket in some direction. How do i cast light of the rocket on the nearby walls dynamically ? One solution could be to tesselate the wall quads into smaller quads and apply per-vertex [ default opengl lighting ] lighting, but the problem is, the walls of QuakeII or QuakeIII levels are often big quads and per-vertex lighting rather looks gross. Is there any other way ? somethings is telling me it has to do with per-pixel lighting, which is a very expensive rendering process i reckon ! Anywayz, could u plz tell me where i find some good article or tuts on dynamic lighting [ applicable in games ].
Z
JuNC
JuNC
The quake games draw circular patterns onto lightmaps for dynamic lights. Whether this is the best way on cards with per-pixel lighting I don''t know.
Xero-X2
Xero-X2
Look at per-pixel lighting with 3d textures its most likely what you want. Try google to find some articals or demos with sorce taht use it. and check out the Extention reg for 3d texture extention useuage.
"I seek knowledge and to help those who also seek it"
sakky
sakky
Wouldn''t volumetric lighting work best for this application? I can imagine an invisible sphere that emits light. I think Quake II and Quake III use this type of light on everything. The light objects are built of volumetric lighting. This is my perception
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