Path: chuka.playstation.co.uk!news From: Jim Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Point light sources Date: Mon, 04 Aug 1997 09:36:31 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 27 Message-ID: <33E5948F.D4900EC1@micronetics.com> References: <01bc9297$19d2e5a0$733261cb@beast> <33CDFDB1.66D7@interactive.sony.com> <01bc981d$7d0849e0$903261cb@beast> <33DF0559.64BEAFB5@micronetics.com> <01bc9f36$66022c00$ce3261cb@beast> NNTP-Posting-Host: jim.micronetics.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.01 [en] (Win95; I) X-Priority: 3 (Normal) Tyrone McAuley wrote: > > > We haven't come up with an alternative way of getting this effect yet. > Perhaps you could look > at hacking the TMD structure or lighting model or something (not easy > without more hardware > knowledge though). > Mario, Ok the way I'm going to approach this is.. I'm setting up three noncolinear light sources so they dont interfear with each other. One each on the x,y,z axis. Next I'll just twiddle the TMD's normal and point it in the direction of each ligh source that I wish the surface to have. This way I can blend between light sources by moving the normal 45deg between axis for example. Should be reasonably fast excecpt for a sqrt to normilise each normal which would cane it if there were a lot. All calcs would probably end up in a small table anyway. I'll just precalculate all the lighting effects. There's my theory, next the implementation, tune in next week, etc... -JiM