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It occured to me that I may have the order of operations mixed up, maybe I need to render this area BEFORE rendering the shadowmaps, not after. I assume I'll need to use the attenuation map as some sort of alpha mask for the base texture, but I'm not sure how to go about doing this.
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I can "brighten" things up using the attenuation map, but this doesn't help to bring out the original texture if the shadowmap is too dark. I can apply an alpha-blended attenuation map in the right place, etc., but I don't know how to combine this with the original texture to make the area appear lit. Processor Type below the name of your CPU Model and choose it from the list to check if your computer is able to run this game in the minimum system requirements, with no technical problems. I want to implement a dynamic lighting effect similar to the flashlight in the first Half-Life.I can identify the polygons that the light hits, the range, etc., I'm just not sure how to do the actual rendering.įor example: The geometry is rendered with shadowmaps, so the area might be very dark. Check here the minimum and recommended System Requirements to run Half Life 1: Anthology with no technical problems and test if you can run it. This is low-tech stuff here :), I figured that someone can point me in the right direction.
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