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```
The radiosity generated static lightmaps are not displaying on my N1.
Other lightmaps such as weapons fire and light from rocket trails display
fine. I'm using kwaak3 test v1.1b. I have light…
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```
The radiosity generated static lightmaps are not displaying on my N1.
Other lightmaps such as weapons fire and light from rocket trails display
fine. I'm using kwaak3 test v1.1b. I have light…
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Opening this issue so we at some point resolve whether these features stick around in the code base or not - and if so we document them. Ref commit: 54b283a. See too this newsgroup post:
http://n…
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- Overview
- The first step is to bake Direct/Indirect Lighting Diffuse. Direct Lighting Diffuse should be same with engine realtime rendering by using same render pipeline. Indirect Lighting Diffu…
T-rvw updated
8 months ago
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Hi, thanks for the great work!
Now I am working on mitsuba based on your great [tutorial](https://github.com/inverse-neural-radiosity/inverse-neural-radiosity/blob/6af9428cad36a01b571fa966031729895…
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There has recently been a bunch of work towards progressive photo-realistic global illumination in WebGL. The best example I've seen of this is https://cl3ver.com renderer. There is some overlap bet…
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### Summary
When rendering a scene there are some parts of the image that take longer than others, the difference can be quite significant. The Render_Pattern option can help ordering these spots t…
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As the title would indicate, I wish to request that OpenCL or CUDA Support be added to the VVIS and VRAD Compiling tools. This would allow mappers to much more quickly and efficiently test their maps …
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I get a successful rendering (of an object consisting of three stacked cubes in a heptagonal room with 6 luminaires). It takes 5min, which is fine. I've defined two metric points. However, the results…
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So there are allot of level creation tools out there for Quake. Most of which are free, open source and/or are cross platform. All of them support the .map format.
Opposed to writing a custom BSP/CSG…