: false claim of real-time radiosity support
in Source Engine
-Original Message-
From: Michael Hobson
[snip]
Radiosity is a particular methodology for modelling diffuse
(scattered)
illumination in a scene. It is a methodology for modelling
the phenomenon,
not something that is itself
This statement would seem to demonstrate that you are somewhat ill-informed
in this matter.
Ill-informed, yes, but not completely ignorant. I read this
(http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm)
somewhere in the middle of the discussion, subsequent to my first
post.
[..]
almost like a
purveyor of perpetual motion machines. (They all sound the same.)
[..]
*cough*Half-Life2 has perpetual motion by positive energy creation*cough*
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so is the sdk out yet? eye needs stuffs to do's.
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*cough*Half-Life2 has perpetual motion by positive energy creation*cough*
Yeah, see, there's a plug on the back of the grav gun for power
output. it is, after all, a ZERO POINT energy gun, and we all know
that zero point energy is some dark, magical energy that comes from
nowhere and seems to be
Ah, my bad... didn't realize it was such a complex thing.
Shimms
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Hobson
Sent: Monday, 29 November 2004 10:29 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] re: false claim of real-time radiosity
Thanks Michael.
Dan
- Original Message -
From: Michael Hobson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, November 29, 2004 1:28 PM
Subject: [hlcoders] re: false claim of real-time radiosity support in Source
Engine
At 02:42 AM 11/29/2004, Michael Shimmins wrote:
How
It *should be* painfully obvious to any student of computer graphics
technology
that the claim is false.
Why?
[snip]
Unfortunately, you make one big assumption that is flawed because you
failed to take into account the possibility that Valve isn't worried
about modelling radiosity
accurate relatime radiosity and inaccurate real time radiosity. Funny.
Very funny.
Last time I checked radiosity term means the RADIANT EXITANCE,
representing the
ammount of flux leaving a surrface, as oposed to irradiance, which is the
flux when it
reaches a surface.
I cant recall any
:09 PM
Subject: Re: [hlcoders] re: false claim of real-time radiosity support in
Source Engine
It *should be* painfully obvious to any student of computer graphics
technology
that the claim is false.
Why?
[snip]
Unfortunately, you make one big assumption that is flawed because you
This crap has been written with Word!.. lol
Good call.
--
Bob Aman
http://www.rapidcanvas.com
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PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, November 29, 2004 4:11 PM
Subject: Re: [hlcoders] re: false claim of real-time radiosity support in
Source Engine
Hehehe... My own Quake engine support soft shadows, that its the
commercial name for something to avoid hard shadows. But use painter
... as opsosed to some of the anterior postings on the subject which
only
demonstrated the utter ignorance of some ppl
Sigh, what's the point of ranting and insulting? Shouting louder than
everyone else to attempt to make your point more valid is kinda
annoying.
We all know that people
: [hlcoders] re: false claim of real-time radiosity support in
Source Engine
... as opsosed to some of the anterior postings on the subject which
only
demonstrated the utter ignorance of some ppl
Sigh, what's the point of ranting and insulting? Shouting louder than
everyone else
gee, Bob, wasn't one of the first replys to my post made by some guy with 2
post later admited
something like I had no ideea that radisoity is such a complex problem?
Others where no
more inteligent, im sorry to say this. Why even post a reply when you do not
understand the very basic
]
Sent: Monday, November 29, 2004 7:13 PM
Subject: Re: [hlcoders] re: false claim of real-time radiosity support in
Source Engine
gee, Bob, wasn't one of the first replys to my post made by some guy
with 2
post later admited
something like I had no ideea that radisoity is such a complex
problem
-Original Message-
From: Michael Hobson
[snip]
Radiosity is a particular methodology for modelling diffuse
(scattered)
illumination in a scene. It is a methodology for modelling
the phenomenon,
not something that is itself modelled.
[snip]
If some other methodology were chosen to
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