Change lightmap texture.
Blitz3D Forums/Blitz3D Programming/Change lightmap texture.
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I am currently working on a game where i need to be able to show the lightmap texture, then hide it. I need to do this everyframe. What would be the quickest way to do this? I figure i have a few options: 1. Create an identical scene, one with a lightmap and one without. Since i'll be instancing the whole scene, it shouldn't take up that much more memory. 2. I go through every entity in view of the camera, and texture each one with a blank lightmap (127,127,127) 3. er... well, i did say i only had a few ;o) |
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No.1 would definately be the quickest out of the 2. Only other solution I can think of would be to hold a master copy and a blank lightmap and copyrect alternately onto the lightmap texture. I'd imagine your lightmap is pretty big so probably too slow. Stevie |
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Well, the plan here is, to make a fps torch. I have a full bright scene and a scene which is dark and only light comes from the light sources. Everything else will be shrouded in darkness. Now: I render the lightmapped scene, then copy this to a texture. Then, render the fullbright scene, and overlay a special mesh, textured with the lightmapped scene. This mesh has alpha so the middle is see through. Therefore you can see the full bright scene below, as if it's a torch light. Grey means non see-through. White means completely see-through. The point of rendering the lightmapped scene, is so you can get lights that glow in the dark, seperate of the torch light. |
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"i need to be able to show the lightmap texture, then hide it. I need to do this everyframe" Show = 5 - Show TextureBlend( Lightmap, Show ) ;Adjust 5 with the blending mode your lightmap uses (perhaps Multiply). |
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So, zero disables the texture from blending? NICE! |
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That's what i'm lead to believe from the docs, although i can't test it |
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Yep, it works. Thanks man, you've saved me alot of hassle! Nice one! |