Resource: Ambient Occlusion for TGE Interiors
by Ryan Mounts · 07/10/2008 (10:34 pm) · 28 comments
NOTICE: Resource updated 8/4/08.
Here's the resource for adding interior ambient occlusion to TGE mentioned in my last blog post. This resource details the engine code changes to enable parameterized ambient occlusion calculations directly inside Torque... no external editors or converters.
Personal disclaimer: I'm not the greatest programmer in the world, so if you have any suggestions for optimizing or otherwise improving the code, please share! :)
Obligatory images


(Church dif created by Benjamin Naulls)
Here's the resource for adding interior ambient occlusion to TGE mentioned in my last blog post. This resource details the engine code changes to enable parameterized ambient occlusion calculations directly inside Torque... no external editors or converters.
Personal disclaimer: I'm not the greatest programmer in the world, so if you have any suggestions for optimizing or otherwise improving the code, please share! :)
Obligatory images


(Church dif created by Benjamin Naulls)
About the author
#24
08/09/2008 (10:10 pm)
WOW... AO is really a very nice thing.
#25
12/04/2008 (3:07 am)
Excellent work. Minimal effort to implement and a great visual effect.
#26
I have not found it there.
12/29/2008 (12:17 am)
Ryan, why aren't you proposing this in the GG resource center instead?I have not found it there.
#27
01/27/2009 (9:12 pm)
Ryan - fantastic and much appreciated. This worked like a charm and adds a some much needed realism to our interiors in TGE which is nice as we still haven't made the leap to TGEA. Thank you!!
#28
07/10/2009 (5:52 pm)
Has anyone managed to get this to work with TLK 1.4.2? It seems like it'll merge over fine, appart from the fact that TLK 1.4.2 doesn't have the file "sgLightMap.cpp."
Torque 3D Owner intangir