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To quote myself:
```
the random foggy patches on the windows are caused by deluxe mapping
on station15
with r_deluxeMapping 0, the windows have a more or less uniform opacity
i think it's the…
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Since Yoru Engine has a focus on Cross platform compatibility and performance.
Personally i like Radiosity, Radiosity offers Realistic shadows and light bounces, Normally it is pre computed during a…
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**Is your feature request related to a problem? Please describe.**
i want to use blended textures to create cool scenes, but they only support albedo, and on top of that they are broken when lightmap…
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I have a VMT that reads as follows:
```
"VertexLitGeneric"
{
// $basetexture "piqey/thebel/skybox/thebel_skybox/roof" // This is loaded by another VMT in the project, that's why you'll see it sti…
piqey updated
3 weeks ago
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I noticed a couple of shaders from legacy maps which were rendered wrong with my naive overbright implementation due to the color buffer and fragment shader outputs being restricted to [0, 1], which c…
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Gotta parse out `bakedshadowindex` and all the other `precomputed...` parameters.
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With vertex lighting, the wrong diffuse color is used for realtime lights. Instead of the basic diffuse texture, the result of multiplying the diffuse with the vertex color is used. This comes from th…
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Lightmap could be added through a separate component, like envMap. Adding directly to “material” doesn’t make sense, since it can’t be applied to models with existing materials.
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Given the conversation in #1209 I've had some thoughts on how we might be able to reconstruct light sources to create shadowmaps for maps that we don't have sources for, so I'm putting them here so th…