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- Path: news.sfu.ca!samy
- From: samy@news.sfu.ca (Sam Yee)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Quake-style texture mapping...
- Date: 5 Jan 1996 01:54:27 GMT
- Organization: Simon Fraser University
- Message-ID: <4ci0cj$t9f@morgoth.sfu.ca>
- References: <4buguk$n19@news.uncc.edu>
- NNTP-Posting-Host: fraser.sfu.ca
- X-Newsreader: NN version 6.5.0 #5 (NOV)
-
-
- (please e-mail to jeremym@wimsey.com)
- Timothy D Cochran <tdcochra> writes:
-
- >I was wondering if anyone knows how to do the kind of texture mapping sported
- >in Id's new Quake... How different is it from bitmap mapping? Are the
- >surfaces represented as equations like in some raytracers?
-
- >Thanx much.
-
- >>< /\/\ |2
-
- As far as I know, surfaces also include a very low-res lightmap which is
- aligned with the texture map, and this constant lighting is added to the
- regular lighting equations... Cheap but effective.
-
- jeremym@wimsey.com
- ------------------
- "Let he who has no sword sell his cloak and buy one." - Jesus, Luke 22:36
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