Re: [Algorithms] Dynamic lights with static shadows
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From: Gil G. <gg...@ma...> - 2000-11-09 14:09:11
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> Gil probably knows this stuff better than me since I haven't dorked with it > in a long time. But, IIRC, in Q1, the surface cache (in software) or > dynamic light map (special lightmap allocated for dlights) were modified > directly via glTexSubImage2D. This is how quake1 and quake2 worked. > The "right" way to have done it back then was to render lightmaps into the > framebuffer then do an additive pass, but this trashed multitexture support > (which is why we didn't do it that way). I don't remember what was done in > Q3, although I believe John changed some stuff in the interim between my > departure and before Q3 shipping. Quake3 is done with a separate pass, which really is a more sensible way to go. -Gil |