3 years, 5 months ago
Highlights
@Vilem Otte Thanks for your suggestions. I use the same approach like calculating a shadow map. I use the depth buffer to check if certain lumels are visible from the ligh…
3 years, 5 months ago
3 years, 5 months ago
Hello everyone,I am struggling with calculating the lightmap for my game. A level just consists of surfaces for walls/floors/ceilings (like in Wolfenstein3D).Currently the pipel…
3 years, 5 months ago
Hi everyone, currently I'm pretty desperate in figuring out how to translate planes from map files (quake/half-life) into (indexed) triangles. Most of the information about map…
8 years, 3 months ago
Hi Gamdev-Community, this is my first post on this board, so i'm gonna introduce myself shortly: My name is Daniel and I'm a Computerscience-Student from Germany. …
11 years, 8 months ago
Latest Activity
See all in Discussions@Vilem Otte Thanks for your suggestions. I use the same approach like calculating a shadow map. I use the depth …
3 years, 5 months ago
Aressera said:Calculating proper lightmaps requires path tracing or some other similar solution for physically-based indirect lighting. What you have is …
3 years, 5 months ago
I was thinking from the wrong “perspective”.Got it working by projecting the lumel into the light sources view.glm::vec4 position = …
3 years, 5 months ago