Like I said in the previous post, for some reason there’s a huge timeskip in these progress images. Also, we skip 18 for some reason. I have no idea what happened there, but now it’s on purpose. I’ll probably need to take some screen captures of some of the other features I implemented between this and the 17_X images and then screw up the chronological order completely.
So, this was the implementation of emissive mapping. A lot of terms get thrown around to mean the same thing when we start talking about this, and also a lot of different, but similar, concepts start to get referred to with the same terminology. So, it gets confusing. For my purposes, emissive mapping refers to the process of taking an artist made texture and applying it along uv coordinates to meshes to denote sections of the model that are light sources and therefore glow. It was a pretty simple feature to implement, but in doing so lead to a breakthrough in my glow mapping (runtime generated glows) that will end up being the basis of the next image post.
Also, you’ll notice some point lights here. I probably won’t cover those in their own post because they were part of an extremely limited implementation that I’ve since discarded in favor of implementing a light pre-pass system. But let’s not get ahead of ourselves here!
This image was taken on 2/3/13.