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I'm adding proper support for dynamic lights on rotated BSP entities. Today I've got it working for standard dynamic lights, and now I'm working on the raytraced version.

Afterwards I'm going to implement support for raytraced lighting collisions against BSP entities. Hopefully it won't impact the performance too much.

As for the unreachable lightmap edges in some surfaces, I've decided that the best way to fix that is to precompute all worldspace coordinates in a separate surface cache, where each coordinate can be adjusted to not go beyond the polygon's edges. This is something I wished to avoid, but it should also make the raytracing a little faster to perform.

By the way, after fixing those issues, I'm not sure if I should try to include collision against MDL models in the dynamic light raytracing of BSP surfaces. I guess it would only look good if the MDL renderer used directional lighting relative to the dynamic lights, but I've implemented directional dynamic lighting on MDL models before and it didn't look good because it doesn't support multiple directions at once. The MDL renderer still needs to improve a lot.

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