Lightmap decorations on surfaces (emission mapping)
A new type of Lightmap applied in the Light Decorations
where you can specify a Lightmap that is used ONLY on
the wall/flat it's associated to. Sized to the same
dimensions of the wall/flat texture. Halos+Lights would
be applied seperately still.
Multitexturing would obviously be the best approach.
Surfaces can have any arbitary lights that are
impossible to recreate with the standard Light
Decorations. Such as lightfittings, glowing lava,
computer screens etc.
Could enviroment mapping+blending modes be used to
increase the range of effects possible with this feature?
#1 Updated by danij almost 20 years ago
Implement as a Material layer and update RL_AddPoly to pull these in along with dynamic lights before multiplying the "normal" layers over the top.
Consider re-instating and combining with the decorlight texture compositing that existed for a short time during the days of the old 1.8.0 branch.
#2 Updated by danij about 14 years ago
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Or is this better approached using Shaders?
I'd assume you'd use multitexturing and blending (basically
the same as Shader support?).
That way it's not limited to just lighting effects...
Here's a short mpg of timmie's zDoomGL shader support