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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Light simulation thing
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Author Topic: Light simulation thing  (Read 9535 times)
oahda
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« Reply #60 on: September 27, 2013, 09:25:00 AM »

PERFECT TIMING!

 Tears of Joy

That looks amazing. Downloading the code right now. Thank you so much!
If you can be bothered to write anything down in deeper detail, I'd definitely appreciate that.
Oh, and if you have any C/C++ code, possibly with GLSL, lying around, that does similar stuff, I'd love to peek at that as well.

I would especially love to hear a little more about those first three passes, because how you determine such data from textures is beyond me...
« Last Edit: September 27, 2013, 10:34:16 AM by Skomakar'n » Logged

powly
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« Reply #61 on: September 27, 2013, 12:45:49 PM »

That seems to be identical to what I did back then, apart from collisions with the scene. How exactly do you handle those? From the shader it looks like you just test against some simple texture, do you do a lot of passes or loop the update at some point?

My code was C++/GLSL, I'll check if I have it lying around somewhere.
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BleakProspects
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« Reply #62 on: September 27, 2013, 01:28:43 PM »

The collisions with the scene are just a texture lookup. I don't care so much whether photons penetrate objects.
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oahda
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« Reply #63 on: September 27, 2013, 02:13:07 PM »

That seems to be identical to what I did back then, apart from collisions with the scene. How exactly do you handle those? From the shader it looks like you just test against some simple texture, do you do a lot of passes or loop the update at some point?

My code was C++/GLSL, I'll check if I have it lying around somewhere.
Please do!
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eigenbom
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« Reply #64 on: September 27, 2013, 02:23:37 PM »



Very cool stuff.. Smiley
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