Quiker Lightmaps?

Started by Matthew Jones, October 01, 2005, 22:42:30

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Matthew Jones

We are currently using ARB-Multitexture for our lightmaps. We have 2 sets of UVW coordinates, 1 diffuse texture, and one lightmaptexture.
Were not sure, maybe our thinking is wrong but with ARB_MT are using 2 passes to draw the scene?
Is there a faster way to use 2 texcoords and 2 textures to simulate lighting, UH maybe a shader or somthing?
We still don't have our heads wrapped this thing 100% so if some one wouldn't mind throwqing out some tips or things we could look at I sure would be greatful. :o

Thanks
Matt

If anybody is interested in a little in game eye candy:

darkprophet

if ARB_multitexture is supported by your card through a call to if (GLContext.getCapabilities().GL_ARB_multitexture), then it shouldnt do a 2 pass technique.

The way to usually do multitexturing without that extension or GL13 support is to use an N pass techinque with N textures.

DP

Matthew Jones

OK so ARB multitexture is supported on our target cards so we should be going as fast a possible. Thanks for that.

DarkProphet@ I just read post on the Newton Forums from you about possibly using Newton with Java. Just was wondering how far you might a got with that if you don't mind sharing the status of that.

Thanks again
Matt