Hi Wolfgang

> >[SNIP]
> >Wow someone actually is reading WSCG papers :) [Well actually it should be
> >Iron, Roettger and Ertl] As Iron was a student from Roettger who actually
> >came to the idea.
>
> You tell me about naming orders ;-) I've already spend many hours of

Well the paper itself was written by Roettger so you can say it's okay. :)

> years paper proposals. Didn't manage to make first place this time, so there
> ain't gonna be some "Kienreich et al." paper in 2002 :-(

Sorry to hear that.

> >Yep better forget that, shadow volumes are crap anyway. [SNIP]
> >I hope I get arround these things in the near future.
>
> Please keep me informed, if you ever manage to pull dynamic realtime
> shadowing off I would be highly grateful for the appropriate algorithm, I

I do. Well my first approach would be to have a static light, dynamic
lights is a real pain because Java3D has no render-to-texture capability.
So it would be very sloooooooooooooooooooow. Well maybe I take another
look into Staminger and Drettakis Perspective Shadowmaps but when I've
understand it correctly it need to update the shadow map each frame.

> >Yes that might be because of your normal map you're using.
>
> Dont think so. I'm going to try what you've told me, but of course I've been
> wrapping pseudo-triangle coordinates in the normal map calculation, and this
> should look perfectly alright, as I've been using a tileable texture as a
Oh okay, this is of course different.

> base for the map. But I'm gathering that there is definitely no known bug
> which could cause what I've described, right?
Hmm yes that's odd

EOF,
 J.D.

--
Explore SRT with the help of Java3D
(http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski)
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