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Gena wrote:
>> Not supported:
>> - no u/v mapping yet
>> - no transparency yet
>> - no shadows yet
>
> That's actually very important functionality in my case.
u/v mapping and transparency would be easy to add. Shadow-maps are a bit more
tricky...
> I don't distribute source code since version 1.1
> because we decided (Tom Aust and me) to try to
> make commercial version. But that's still a plan...
> But because of that fact I also cannot use anybody's
> code and I have to do almost everything myself. I would
> be glad to colloborate with anybody but at this stage
> it would be unfair from my side to promise anything.
>
> Gena.
I thought that this might be a problem. My code is part of another application I
write, which is GPL'd, so it cannot be used in a commercial application.
Anyway, for raytracing huge numbers of triangles, a "simple" raytracer won't do,
you'd need some more sohpisticated algorithms like octrees, vista-buffer, etc.
to get a reasonable performance.
So I'd suggest to start with a zBuffer approach.
I've found this document to be quite helpful, I used 1/z to interpolate the
normals for phong shading, and of couse it can be used for u/v mapping too:
http://easyweb.easynet.co.uk/~mrmeanie/tmap/tmap.htm
-Sascha
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