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Rendering Cubemaps to File

by Thaumiel on 01/10/2011 17:04, 4 messages, last message: 01/29/2011 09:13, 1197 views, last view: 05/03/2024 18:59

Hey everyone!

I'm currently working on a research project dealing with cube maps generated by different game engines. For this I was trying to render some cubemaps from predetermined positions in the level to tga files.
Unfortunately, the results I get with my naive hack are a little messed up (here's an example of what I get: http://img810.imageshack.us/i/sauermap256001536posy.png/)

My hack is based on the rpg executable from the latest justice edition. Before entering gl_drawframe() for the first time, I call a modified version of genenvmap() that, instead of storing the rendered cube map faces in a texture, saves them to a file using savetga().

My best guess why things are going wrong is currently that genenvmap() may have some additional constraints that I did violate, e.g. some OpenGL constants are set wrong. I would be very glad for any advice from fellow engine hackers.

Links to more extensive code documentation are also very welcome (as of now I have only looked at some of the documents that shipped with the code).

Thanks & Regards,
Thau

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#1: ..

by Meigus on 01/29/2011 07:39

I have a bookmark around here somewhere for the map documentation, I\'ll try to find it.

If you want to look for it yourself, it\'s some random pages which documents the starting bits, how the octree is stored, etc. Google seems to not be helping me here.

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#2: ..

by Meigus on 01/29/2011 08:16

http://incoherency.co.uk/interest/sauer_map.html

There :)

Even if that's not what you're asking about, it should definitely aid in creating a renderer.

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#3: Re: ..

by SheeEttin on 01/29/2011 08:56, refers to #2

Interesting, but I suspect that Thaumiel's image is also what would be stored in the OGZ.

I'm also going to go out on a limb here (and not consult the source, because it's almost 3 AM), and suggest that perhaps the image generated is not a straight reflection (i.e. it is somehow manipulated in the generation process).

Of course, the only authoritative sources are eihrul and the source (and perhaps not even eihrul sometimes).

In other news, I'll be putting that article on the wiki tomorrow (and seeing if it needs updating; the map version in SVN is 31).

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#4: Re: ..

by Meigus on 01/29/2011 09:13, refers to #3

Not to derail ops post, but that document is the reason I'm hoping someone can write an automated map maker easily, even if it's done out of game. I know that one guy is doing a minecraft mapmaker, but it'd be cool to have an importer for Blender (including entity stuff), an internal or external method for generating random maps, and possibly even converting another map to an ogz by using a marching triangles algorithm before converting to octree.

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