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September 28, 2021, 05:35:20

Author Topic: testing OpenGL UV stuff...  (Read 6451 times)

Offline iWasAdam

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Re: testing OpenGL UV stuff...
« Reply #30 on: January 22, 2018, 07:38:56 »
nah, I can calculate the normals no problem, but I think col was thinking about bumps and reflections - but I'm not sure.

In this case the best thing is to talk about the effect you want to see, and I'll think about how it could be achieved....

Offline col

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Re: testing OpenGL UV stuff...
« Reply #31 on: January 22, 2018, 10:53:38 »
Adam is correct.
I was referring to light interacting with bumps in the surrounding textures. For eg, you have 'highlights' in the textures for the floor, door frame and the door itself - if you had the light bouncing off of those correctly then that would finish the effect.

I know that the lighting is done in 2d... however your code is set up is it not possible to use one of the older 2d bump mapping techniques?

Offline iWasAdam

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Re: testing OpenGL UV stuff...
« Reply #32 on: January 25, 2018, 14:16:45 »
just been doing a bit of testing - to check how it was all working on windows and an old macbook.

Results Just in... Stable 60fps across all platforms including old Macbook!!!

 

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