Results 14 comments of Henrik Andersson

Here's the initial example screenshots for comparation for per-pixel-lightning using ambient occlusion + diffuse and normal texture maps: The result: ![screenshot from 2013-06-23 15 40 31](https://f.cloud.github.com/assets/1575288/867941/fa5d1882-f759-11e2-8664-f6c2e5b0e3f4.png) of following texture: ![screenshot...

@igorko, yes, all flare images needs to be re-rendered into three different textures; diffuse, ambient occlusion and normal map. Then bind them to TEXTURE0,1,2 and create a shader that does...

@igorko , normal map and ao map can be backed into the same RGBA texture, where ao is stored in A

The current state machine as you figured removes previous state and replace with another, in this way we can save some resources instead of using a stack. Take this example...

@sskras There is no in depth analysis of the problem. The problem is that rdesktop grabs the keyboard and sometimes on network problems, rdesktop main loop freezes. The main loop...

I'm sorry for the confusion. I have found that 'alternate shell' should work as expected with Windows 7. The problem you have might just be that you need to provide...

imho, controlling a story by time adds a dimension to the game, your not bound to strict quest lines and adds a more dynamic side quest handling. Take for an...

To clarify what the pull request includes are: Adding the GameTIme impl. into the game so it tracks time, save/load from saved game and a display a duration of game...

I'm currently working on a lightning system, that's the whole reason for why i added this GameTime object. I will present write up and screens / techniques when i have...

@igorko Not really General the techniques involves several renderings maps of an object/tile, texture rendering, ambient occlusion, normal map which are used to calculate the lightning, the lightning is per...