I am trying to create an architectural walkthrough, similar to the walkthrough standalone demo that is up on blender’s main site (more specifically here). I am using blender publisher 2.25 and I have also lighted a simple room by using radiosity (I assume the same blender version and method was used for the walkthrough demo).
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The thing that I am trying to understand is:
What was the method used to get all those radiosity lighting effects to translate into the game engine, as in the walkthrough demo?
If you could please tell me how this is done, or (even better) point me to a decent tutorial on this, I would really appreciate it.
I have no idea what could be causing this. As for the moving my meshes to a non visible layer; I dont know how that will allow me to see any results in game, since the layer wont be visible. If you could please elaborate on what you meant by that.
Either way I will settle for anything that will get rid of those lines in game.
So, any suggestions you could give me, would be great.
move your original ones to a layer you don’t have visible
when the game engine starts the original meshes are still visible, are turned white, and your graphics card can’t tell which is closer so you see them both [but at different places]