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Author Topic: Ambient Occlusion Mapping  (Read 8117 times)

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Herra Tohtori

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Re: Ambient Occlusion Mapping
« Reply #24 on: July 30, 2014, 06:29:30 AM »

That seems a bit too bright. What kind of process did you use to translate from vertex occlusion values [0,100000] to vertex colours [0,255]?
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Stainless

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Re: Ambient Occlusion Mapping
« Reply #25 on: July 30, 2014, 09:14:45 AM »

At the moment my code generates a float between 0 and 6. This is because I render the aircraft 6 times per vertex and calculate a float 0 -1 for each.

Just as a quick test I just subtracted 3 from the result and scaled to 0-1

I think it needs to be more robust than that, but it was a quick test.

 
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