cubemapped lighting

Blitz3D Forums/Blitz3D Programming/cubemapped lighting

Rob(Posted 2003) [#1]
As far as my own tests go, the surface integrity of the model has to be unbroken and uniform including the uvs or you get some god awful shifty/bad effects.

has anyone else managed to get this working to good effect?


jhocking(Posted 2003) [#2]
I'm rather surprised the UVs matter. Environment mapping ignores set UV coordinates and adjusts UVs on the fly.


Rob(Posted 2003) [#3]
yep thats exactly what I thought! but then I realised in order to obtain some uv coordinates, you often need to break the mesh integrity. For example automatic unwrapping (sometimes a requirement for normal mapping).

I want to combine cube lighting with normal mapping because normal mapping is only directional lighting.


sswift(Posted 2003) [#4]
Well when you mapped it, did you make sure the vertex normals are the same for both vertices at each shared location? Goraud shade the model with no texture in Blitz and see how it looks. If it looks crappy then you can fix it. If not, then the cube mapping is deciding on it's own how the normals should be set at each vertex.


Rob(Posted 2003) [#5]
you may have a point. I ran updatenormals with no effect though.