"Nice one. You got plans brewing? :)"
No, not really. Someone just asked on the bug forum about getting shadows, when they really meant lightmaps, and I suggested YAL to them, and they said it was hard to use, and I decided to finally check out what YAL could do for myself, and when I saw the dark edge problems in it I remembered someone else who made a radiosity lightmap generator telling me they were impossible to fix without getting hard shadows, and so I decided to look at the code to see what it was doing and I ended up playing around with it and got to fixing it up, and here I am.
Of course I do have long term plans to do some kind of game that would use lightmapping, but that's way out there.
The next thing that's caught my interest is light sources that have area to them instead of just being points... That would allow one to render shadows which get softer the farther the shadow falls from the object that cast it.
Though I wonder if that is worthwhile when one could simply do radiosity and basically achieve a similar effect. I suppose it would make one's radiosity renderer more realistic looking though.
No, not really. Someone just asked on the bug forum about getting shadows, when they really meant lightmaps, and I suggested YAL to them, and they said it was hard to use, and I decided to finally check out what YAL could do for myself, and when I saw the dark edge problems in it I remembered someone else who made a radiosity lightmap generator telling me they were impossible to fix without getting hard shadows, and so I decided to look at the code to see what it was doing and I ended up playing around with it and got to fixing it up, and here I am.
Of course I do have long term plans to do some kind of game that would use lightmapping, but that's way out there.
The next thing that's caught my interest is light sources that have area to them instead of just being points... That would allow one to render shadows which get softer the farther the shadow falls from the object that cast it.
Though I wonder if that is worthwhile when one could simply do radiosity and basically achieve a similar effect. I suppose it would make one's radiosity renderer more realistic looking though.