|
![](/i/fill.gif) |
I've looked at the code Hugo Elias explains and think
I got the idea on how it all works. How exactly does
your version of the algorithm know, where to
act as if there is a wall? Using trace to "simulate" a side
of the mesh, or what?
I'm not sure anyone else but you would understand the
question, but I'd still like to know... ;-)
Rune wrote:
> I've fixed some bugs, improved the algorithm, changed the wall map and
> rendered with AA. I think this animation show better the power of the
> algorithm. :)
>
> Rune
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
Post a reply to this message
|
![](/i/fill.gif) |