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18
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Crystal Space Development / Game Content Creation / Re: smooth bumbmapping
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on: January 08, 2008, 04:21:39 pm
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The link I gave you is the version they are working on. It does do it, and more than that it has object to object baking, ie high to low res. It has an occasional crash etc and other problems because it is not an official release.
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20
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Crystal Space Development / Game Content Creation / Re: smooth bumbmapping
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on: January 07, 2008, 04:50:23 pm
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Blender 2.45 has normal map baking, but only the development version version is suitable for game related baking.
some of Crystal space's shaders are normal map shaders, even if they call them somthing else, because they support normal maps. light_spec_bump and parallax work but I have errors with objects with seams.
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24
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Crystal Space Development / Support / Re: problem showing a splash screen
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on: November 27, 2007, 04:35:57 pm
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I thought there was a way to repeatedly draw and update the image with iProgressMeter as certain loading operations continue, but now I am unable to figure how to do it... there was a threaded map load function but I presume it also is not implemented. Other options like threads are pretty technical but possible.
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25
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Crystal Space Development / Support / Re: problem showing a splash screen
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on: November 26, 2007, 03:42:34 pm
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If you are planning on being fullscreen you should be able to draw a fullscreen pixmap once when the plugins have loaded. This should stay until other loading is done, but if it is windowed it would need to be drawn periodically or with some kind of refresh system, I'm not clear on what that requires, there is a progress bar system in CS. I may be able to help more if you need it.
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28
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Crystal Space Development / Support / Re: Textures getting blurry
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on: November 21, 2007, 04:51:42 pm
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can't you turn off mip maps? I have tried to do that in some cases but there was no effect I'm not sure if it didn't turn them off or they simply don't have a visible difference. Maybe someone can explain?
example CreateTexture(name, name, NULL, CS_TEXTURE_NOMIPMAPS | CS_TEXTURE_2D);
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