Path: chuka.playstation.co.uk!news From: Craig Graham Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Environment Mapping Date: Tue, 30 Mar 1999 11:52:30 +0000 Organization: Data Uncertain Lines: 32 Message-ID: <3700BAFE.72FF9CC9@hinge.mistral.co.uk> References: <36FCF4E8.63C0@mdx.ac.uk> <7dlhjs$7a21@scea> <36FE86BD.6FE0@mdx.ac.uk> <36FF4A6B.93A706E9@hinge.mistral.co.uk> <36FFB645.61B4@mdx.ac.uk> NNTP-Posting-Host: d3-s13-169-telehouse.mistral.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (X11; I; Linux 2.0.36 i586) X-Accept-Language: en Harvey Cotton wrote: > I believe the playstation 2 can do true environment mapping. I remember > seeing the gran turismo technical demo with proper reflections off the > cars. Or was I imagining things? I'd be surprised if it does....the process for true environment mapping involves rendering the entire scene as projected inside to out (without the object you're mapping) onto the inside of a sphere, then using the texture on the inside of the sphere as the texture for your object (placing your obect central in the sphere and project the vertex normals out to intersect the sphere to get the texture coords). Takes ages.... It would probably look ok if you rendered the scene minus the object every couple of frames to a small flat drawenv off screen which you then used as the texture in the algorithm I mentioned earlier. It wouldn't be truely env mapped as it would still distort - but you'd get the look of having proper scenery reflections without the really heavy overhead or the spherical mapping. BTW. You can use that technique on the Yaroze at the moment, just needs a little thought putting into it (eg. when drawing the texture to use as the env map, don't draw everything, only draw the major features to save time). > > Anyway, many thanks. > Harvey. Craig.