RE: [Algorithms] Direct Sunlight Lighting Model
Brought to you by:
vexxed72
From: <Pau...@sc...> - 2005-11-25 11:48:10
|
gda...@li... wrote on 25/11/2005 10:43:31: > You can experiment with different soft-clipping schemes, to avoid > the hard-clipping at the output of the pixel stage, like > result = 1 - exp( 1 - result ) > result = 1 / ( 1 + result ) > etc > these have the property of being proportional for low brightness but > asymptotically reach 1 for increasing brightness. Just to clarify, this is in a pixel shader? So you're able to get around the 'texture function' which modulates the texel colour with the interpolated vertex colour? e.g. normally with near black texels in a texture its impossible to brighten these up by much with vertex colours, certainly not up to white? This is due to the 8 bit precision... I'm coming from a ps2 background here, so bare with me if this stuff is obvious... :-) Cheers, Paul. ********************************************************************** This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify pos...@sc... This footnote also confirms that this email message has been checked for all known viruses. ********************************************************************** Sony Computer Entertainment Europe |