Lighting Question
Blitz3D Forums/Blitz3D Programming/Lighting Question
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Hi, running the Paul Gerfen's light demo from the B3D samples, I wonder, how to get rid of the diagonal lines which appears on the cube surfaces when using spot lights ? Image here That diagonal lines are the separation between the triangles of each surface, and appears also when using only one light. Is it possible to have a more homogeneous colouring on the surface ? Thanks in advance, Sergio. |
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you cant using blitz lights- they use vertex lighting and basically each trinagle is filled with fading colours from each vertex- this means you will get the giagonal line between the two triangles. Look into lightmapping your level- its not as hard as you may think, if you have the right tools! |
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Thanks, but the level lightmapping does not dynamic lightmapping, while the blitz light engine does. I mean, if I turn the cubes, I have to recalculate the lightmapping, which requires time. Instead, using the built in lights results faster. Sergio. |
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Isee, you need the dynamic side of things... then i suppose the only answer is to have a higher poly cube (16 quads pur surface or something)... its nt recomended but it may help remove those lines. |
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Found the way: EntityFx entity, 4 ;flatshaded Simple, isn't it ? Sergio. |
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of course! that works with cubes... but dont use it on anything rounded though! Hopefully, should you use rounder objects, you wont notice the lines anyway! :D Great news you got around it though ,dont know why i didnt think of it. |