lightmap generation for non UV mapped Quad mesh.

Nappe1

lp0 On Fire!
Veteran
topic says it pretty cleary... idea would be rendering shadows to the textures. (engine is Need For Speed 3 / 4 and tracks have quad based mesh with one texture per polygon.) engine supports gouraud shading (vertexes have color values.), but it does not look very good with new higher detail texutres.

what I am looking for, is source for a line - quad collision function in floating point 3D space. (Delphi / C / C++) I think I can manage other stages by myself.

and what for all of this? well, I have been "fooling around" with NFS4 / 3 tools quite some time now. ;)
http://rp-design.totalnfs.net
 
Nappe1 said:
what I am looking for, is source for a line - quad collision function in floating point 3D space. (Delphi / C / C++) I think I can manage other stages by myself.
What results do you need? The intersection point in 3D space (if there is any)? UV coordinates on the quad? Just whether an intersection point exists?
 
Back
Top