Registriert: Di Jul 01, 2003 18:59 Beiträge: 887 Wohnort: (The Netherlands)
Programmiersprache: fpc/delphi/java/c#
Whilst researching Ambient Occlusion on the internet i found this: http://dbfinteractive.com/index.php?topic=2117.15 It shows how to implement ambient occlusion using spheres without using shaders! Below is a screenshot and the converted delphi sourcecode. Enjoy
Registriert: Do Sep 02, 2004 19:42 Beiträge: 4158
Programmiersprache: FreePascal, C++
Really interesting on the first view, but as far as I understood it does only work for spheres. So it is not useable in many cases in game programming, or am I wrong?
Greetz Lord Horazont
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Registriert: Mo Sep 02, 2002 15:41 Beiträge: 867 Wohnort: nahe Stuttgart
I think it's a brilliant idea to use a negative color for lights, that's kinda inventive. Why don't I get such ideas? However this method will only be useful if you already know where the occluded dark spots are. In addition there can't be more spots than OpenGL lights. Of course you can light... I mean... darken anything but if you take into consideration, there are shaders available that actually run well in realtime on GF68 and up, it's not of much use anymore.
Anyway, after reading through your link i'd be interested in how to do metaballs with lights...
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