https://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312004-01-01T10:38:35ZTrackerDoomsday Engine - Feature #1275: Lightmap decorations on surfaces (emission mapping)https://tracker.dengine.net/issues/1275?journal_id=31152004-01-01T10:38:35Zdanijdanij@dengine.net
<ul></ul><p>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.</p>
<p>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.</p> Doomsday Engine - Feature #1275: Lightmap decorations on surfaces (emission mapping)https://tracker.dengine.net/issues/1275?journal_id=31142009-10-04T21:35:02Zdanijdanij@dengine.net
<ul></ul><p>Logged In: YES <br />user_id=849456</p>
<p>Or is this better approached using Shaders?<br />I'd assume you'd use multitexturing and blending (basically <br />the same as Shader support?).<br />That way it's not limited to just lighting effects...</p>
<p>Here's a short mpg of timmie's zDoomGL shader support <br /><a class="external" href="http://www.timmie.squabble.org/screenshots/shader.mpg">http://www.timmie.squabble.org/screenshots/shader.mpg</a></p> Doomsday Engine - Feature #1275: Lightmap decorations on surfaces (emission mapping)https://tracker.dengine.net/issues/1275?journal_id=37312013-10-21T07:56:13Zskyjake
<ul><li><strong>Tags</strong> set to <i>Decorations, Lights, Renderer</i></li><li><strong>Subject</strong> changed from <i>New LightDecoration Lightmap type: Self</i> to <i>Lightmap decorations on surfaces (emission mapping)</i></li><li><strong>Category</strong> set to <i>Enhancement</i></li></ul> Doomsday Engine - Feature #1275: Lightmap decorations on surfaces (emission mapping)https://tracker.dengine.net/issues/1275?journal_id=88772019-11-29T16:22:42Zskyjake
<ul><li><strong>Status</strong> changed from <i>New</i> to <i>Closed</i></li></ul><p>Closing as obsolete. PBR materials have an emissive channel.</p>