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Mike73x
Joined: 12 Jul 2004 Posts: 71 Location: Perth, Australia
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Posted: Sun Apr 17, 2005 5:01 am Post subject: |
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I think you forgot to stuff in some of the frameworks for that 0.5.16 - I had to grab the OpenAL framework to make it work.
Illumination, hmm.. I'm not entirely sure how. I had about 3 thoughts on how to do it:
1) Use a bitmap mask (like this one for the box example). That's how I would do it in Max, I think it's a fairly common method.
2) There's a setting in the mtl file called 'illum' - Google informs me that setting this to 0 disables lighting, which might be what we're looking for. In theory, we might be able to have two materials in a mtl file, both referencing the same png bitmap, but with different illum values. The illuminated polys would have the second material applied to them. I'm guessing this would be sorta inefficient.
3) Not sure if this idea's of any use, but I thought I'd mention it. One of the higher numbered smoothing groups (like no. 32) could be reserved for identifying illuminated polys, rather than smoothing, like so. |
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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Sun Apr 17, 2005 8:03 pm Post subject: |
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Ah, I compiled under 10.3, so I didn't have my regular settings... probably forgot to weak link against the OpenAL. But you sonic experience will be better for having downloaded it
I'm not sure how I would be able to apply a mask in OpenGL, so I'll see what the other two options would look like in terms of development. _________________ Differentiation is an integral part of calculus. |
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