Brian:
Could you add one new shader variable?
One that is true if a light actually shines on the rendering position and false if it doesnt?
Something like:
Code:
uniform bool dim3LightTouches[64];
True if the light touches this rendering position
That would be nice.

It would be nice if shaders could access the z-buffer (find out the z of each pixel on the screen). Then I could write a screen space ambient occlusion shader.

Sorry guys, this is taking a LONG time. I'm trying out a number of options. I have pixel-perfect bumping now (I'm 99% sure it's right), as with pixel-perfect speculars, but it's SLOW. On a modern machine, it's fast, but I highly doubt this'll run right for a number of you, so I have to do something.
It's taking a lot of testing to come up with something, and I'm not there yet. Again, sorry for the delay, this is going to take a while, but, like the mesh stuff, it'll be worth it.
[>] Brian
Take all the time you need. Just don't make it TOO slow. I haven't yet saved up for a mbp.
Could you release some sort of test version to see how slow it is exactly? I'd like to try it.
Bink Wrote:Could you release some sort of test version to see how slow it is exactly? I'd like to try it.
If you are doing the light map stuff, it wouldn't make a bit of difference for you

I'm not done yet, I have different versions and ideas that I'm trying out, but I will release something ASAP.
[>] Brian
He means baking lights in with blender.
[EDIT]Viewing the menu (esc menu) hides obscuring fog. Try turning on obscuring fog when it is in the sky. Make a map, turn on obscuring fog, run it (full screen, not from the editor) then hit esc. The sky goes black but fog that is infront of any map stays there.
[EDIT1]Brian, fog is *really* slow.... It drops my small map
30 fps with only 10 layers.
[EDIT2]Sorry, another edit, but I think you should put the select all function back for portals....
problem: adding a bone in the new Animator does odd things.