Comments (2)
Hey Shell64,
not sure if you're still interested, but the normal-oriented lightmapping feature is finally in (see attached commit) :)
If you get around to try it out, please let me know how your results with it are!
Kind regards
from lightmapper.
Hi Shell64,
rotating the camera according to the interpolated normal of a triangle would result in camera frusta near clip planes intersecting with the geometry much more often, which could cause issues.
I'd rather suggest to weight the texels according to the direction of the interpolated surface normal while keeping the camera rotation as it currently is.
This would require a small API change, but yes, I can try that (or both solutions or a hybrid) at some point :).
But I can't tell you when I'll have enough time for that.
Cheers
from lightmapper.
Related Issues (20)
- Noisy lightmaps HOT 8
- Assert fail on boundary check HOT 5
- hemispheres float texture always NaN if glDisable( GL_BLEND ); not issued beforehand HOT 4
- Shadow baking HOT 3
- License HOT 3
- Any further documentation ? HOT 10
- Baking a thickness texture HOT 2
- readme.md: uvatlas is now on Github HOT 1
- Duplicate Normalize line in the lightmapper code
- TrianglePacker is nessary?
- Can I decide which lightmap gets baked? HOT 2
- Lightmapper generates weird grey-ish margin? HOT 1
- About Spherical Harmonics
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- Normals get transformed twice
- Slow?
- Proper obj format HOT 5
- Lighting setup guide HOT 4
- Small request for help - lightmapper in Qt HOT 3
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from lightmapper.