Game Development Community

See through textures and lights

by Howard Dortch · in Torque Game Engine · 05/29/2005 (12:28 pm) · 3 replies

John, I just implemented the see thru texture for dif interiors (will get you the link if required) As I was adding in the new code I noticed your light code was in close proximity to this new code. I placed a bright blue light by the chain link fence I made and relit the scene. I knew already it would not light thru the fence. Was wondering if you have looked at this issue and are you going to make it possible to light thru a see thru texture?

#1
05/31/2005 (11:07 am)
There are two reasons I haven't implemented this feature yet; one of them is that it only works on interior walls and not DTS surfaces, and the other is that the surface light map receiving the shadow or colored light is generally not detailed enough to store the lighting information.
#2
05/31/2005 (12:19 pm)
In the case that the lightmap is usually not detailed enough, I have found that casting multiple rays per lightmap pixel, and averaging them, gives a very good result. In my old engine, I used 4 rays per lightmap pixel, and averaged the result. This also resulted in nicer shadows (smoother).
#3
05/31/2005 (3:31 pm)
The Lighting Pack also does this. The light maps are calculated using a lighting buffer slightly larger than the actual light map size, the lexels are then sampled down into the actual light map. Even with this you're only getting a slightly better approximation, not an increase in resolution. I'll continue to review this feature in future releases, but I'm not sure when or if it will make it in.