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2:27Blackboard: Make some light fields
2:27Blackboard: Make some light fields
2:27Blackboard: Make some light fields
7:47Create test environment_maps
7:47Create test environment_maps
7:47Create test environment_maps
9:58Initialise environment_maps
9:58Initialise environment_maps
9:58Initialise environment_maps
11:51Setup the LOD (Level of Detail) picker
11:51Setup the LOD (Level of Detail) picker
11:51Setup the LOD (Level of Detail) picker
13:35Pass the maps to CoordinateSystem
13:35Pass the maps to CoordinateSystem
13:35Pass the maps to CoordinateSystem
14:27Compile and clean up
14:27Compile and clean up
14:27Compile and clean up
15:38Run and get nothing in particular happening
15:38Run and get nothing in particular happening
15:38Run and get nothing in particular happening
16:06Draw the EnvMaps
16:06Draw the EnvMaps
16:06Draw the EnvMaps
22:56Prepare the EnvMaps
22:56Prepare the EnvMaps
22:56Prepare the EnvMaps
26:06Check it out in-game
26:06Check it out in-game
26:06Check it out in-game
26:42Note the bugs and extol the virtues of structured art
26:42Note the bugs and extol the virtues of structured art
26:42Note the bugs and extol the virtues of structured art
29:00Look at fixing the sampling of the Bottom map
29:00Look at fixing the sampling of the Bottom map
29:00Look at fixing the sampling of the Bottom map
31:29Prioritise straightening out the coordinate systems
31:29Prioritise straightening out the coordinate systems
31:29Prioritise straightening out the coordinate systems
32:25Fix that sampling of the Bottom map
32:25Fix that sampling of the Bottom map
32:25Fix that sampling of the Bottom map
35:03Math is right even when you're wrongα
35:03Math is right even when you're wrongα
35:03Math is right even when you're wrongα
35:16Implement a checkerboard pattern for the EnvMaps
35:16Implement a checkerboard pattern for the EnvMaps
35:16Implement a checkerboard pattern for the EnvMaps
40:03Implement ToV4
40:03Implement ToV4
40:03Implement ToV4
40:55Continue with the checkerboard routine
40:55Continue with the checkerboard routine
40:55Continue with the checkerboard routine
43:52View the checkerboard in-game
43:52View the checkerboard in-game
43:52View the checkerboard in-game
44:56Introduce TestDiffuse and TestNormal
44:56Introduce TestDiffuse and TestNormal
44:56Introduce TestDiffuse and TestNormal
47:25Take a look in-game and change the colour of the background
47:25Take a look in-game and change the colour of the background
47:25Take a look in-game and change the colour of the background
48:08Take a look at what we were doing in SampleEnvironmentMap
48:08Take a look at what we were doing in SampleEnvironmentMap
48:08Take a look at what we were doing in SampleEnvironmentMap
48:40Use the Normal to look up into the environment_map
48:40Use the Normal to look up into the environment_map
48:40Use the Normal to look up into the environment_map
49:25View it in-game
49:25View it in-game
49:25View it in-game
50:35Q&A
50:35Q&A
50:35Q&A
51:30poohshoes In the MoveEntity function you have two variables that are never used: NewPlayerP and OldPlayerP. Will you delete them for me?
51:30poohshoes In the MoveEntity function you have two variables that are never used: NewPlayerP and OldPlayerP. Will you delete them for me?
51:30poohshoes In the MoveEntity function you have two variables that are never used: NewPlayerP and OldPlayerP. Will you delete them for me?
52:28ttbjm Would this scheme let you have a pool of water reflect a starry sky?
52:28ttbjm Would this scheme let you have a pool of water reflect a starry sky?
52:28ttbjm Would this scheme let you have a pool of water reflect a starry sky?
53:25Blackboard: Reflecting a starry sky in a pool of water
53:25Blackboard: Reflecting a starry sky in a pool of water
53:25Blackboard: Reflecting a starry sky in a pool of water
56:15cdawzrd if you wanted to see the lighting distort according to the spherical shape of the normal map, would that just be part of fixing the math in the section where you sample from the env map, or is there more to it?
56:15cdawzrd if you wanted to see the lighting distort according to the spherical shape of the normal map, would that just be part of fixing the math in the section where you sample from the env map, or is there more to it?
56:15cdawzrd if you wanted to see the lighting distort according to the spherical shape of the normal map, would that just be part of fixing the math in the section where you sample from the env map, or is there more to it?
56:52grumpygiant256 What are the benefits to having 3 top-middle-bottom EnvMaps vs just using 1 EnvMap for the whole thing?
56:52grumpygiant256 What are the benefits to having 3 top-middle-bottom EnvMaps vs just using 1 EnvMap for the whole thing?
56:52grumpygiant256 What are the benefits to having 3 top-middle-bottom EnvMaps vs just using 1 EnvMap for the whole thing?
57:33Blackboard: Preview of how the EnvMaps will work
57:33Blackboard: Preview of how the EnvMaps will work
57:33Blackboard: Preview of how the EnvMaps will work
59:48cdawzrd I'm not sure I understand the point of the bottom map. Will the ground be contributing lighting to objects above the ground?
59:48cdawzrd I'm not sure I understand the point of the bottom map. Will the ground be contributing lighting to objects above the ground?
59:48cdawzrd I'm not sure I understand the point of the bottom map. Will the ground be contributing lighting to objects above the ground?
1:01:24cdawzrd Will you need a set of EnvMaps for each 'level' in Z?
1:01:24cdawzrd Will you need a set of EnvMaps for each 'level' in Z?
1:01:24cdawzrd Will you need a set of EnvMaps for each 'level' in Z?
1:03:06grumpygiant256 Any plans for doing over-brightening on the lights? (Or even HDR?)
1:03:06grumpygiant256 Any plans for doing over-brightening on the lights? (Or even HDR?)
1:03:06grumpygiant256 Any plans for doing over-brightening on the lights? (Or even HDR?)
1:04:37starchypancakes Could you contain all lighting information in a 5 byte bitmap: 0-255 Absorbance/reflectance scale for RGB, Alpha, and scattering? I want to try it but I feel really hesitant because you warned against non-32 bit aligned structs
1:04:37starchypancakes Could you contain all lighting information in a 5 byte bitmap: 0-255 Absorbance/reflectance scale for RGB, Alpha, and scattering? I want to try it but I feel really hesitant because you warned against non-32 bit aligned structs
1:04:37starchypancakes Could you contain all lighting information in a 5 byte bitmap: 0-255 Absorbance/reflectance scale for RGB, Alpha, and scattering? I want to try it but I feel really hesitant because you warned against non-32 bit aligned structs
1:05:50grumpygiant256 Even just using a 0-2 lighting range gets good results
1:05:50grumpygiant256 Even just using a 0-2 lighting range gets good results
1:05:50grumpygiant256 Even just using a 0-2 lighting range gets good results
1:06:16cdawzrd Do you plan on 'camera level' lighting effects such as 'stun grenade' for lack of a better example?
1:06:16cdawzrd Do you plan on 'camera level' lighting effects such as 'stun grenade' for lack of a better example?
1:06:16cdawzrd Do you plan on 'camera level' lighting effects such as 'stun grenade' for lack of a better example?
1:06:55oliholli If you can do without alpha, could you possibly use RGBE, where the E is the exponent for all channels?
1:06:55oliholli If you can do without alpha, could you possibly use RGBE, where the E is the exponent for all channels?
1:06:55oliholli If you can do without alpha, could you possibly use RGBE, where the E is the exponent for all channels?
1:08:31cowfu Is saturation very hard to overlay?
1:08:31cowfu Is saturation very hard to overlay?
1:08:31cowfu Is saturation very hard to overlay?
1:09:00Introduce render_entry_saturation
1:09:00Introduce render_entry_saturation
1:09:00Introduce render_entry_saturation
1:12:59Blackboard: Saturation
1:12:59Blackboard: Saturation
1:12:59Blackboard: Saturation
1:13:58Calculate the Avg and Delta
1:13:58Calculate the Avg and Delta
1:13:58Calculate the Avg and Delta
1:16:03Check it out in-game and then drive it off an animated parameter
1:16:03Check it out in-game and then drive it off an animated parameter
1:16:03Check it out in-game and then drive it off an animated parameter
1:18:06miblo Will light get reflected horizontally from walls etc. in this scheme?
1:18:06miblo Will light get reflected horizontally from walls etc. in this scheme?
1:18:06miblo Will light get reflected horizontally from walls etc. in this scheme?
1:18:53andsz_ Yay! Now we can oversaturate
1:18:53andsz_ Yay! Now we can oversaturate
1:18:53andsz_ Yay! Now we can oversaturate
1:19:08Close down
1:19:08Close down
1:19:08Close down