[Algorithms] Vertex Lighting instead of Lightmaps
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From: Keith H. <Kei...@bt...> - 2001-01-04 19:07:23
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The vertex lighting discussion in thread about high quality 3D characters reminded me about a demo I wrote a few years ago. Some of you may remember the Direct3D Quake Viewer that I did for Microsoft (using DX5 - shows how long ago it was). I also wrote a version that lit the Quake level geometry using the light entities in the level. Simple vertex lighting, but looked quite good (and these were the days before the coloured lighting of Quake2). There are shading artefacts, but that's what we're interested in - why they happen and how to avoid/reduce them. One notable thing was that the lighting calculations were fast enough that I could light the geometry at load-time. Anyway, with all of this talk about using vertex lighting instead of light-mapping I thought some of you may wish to take a look at the demo. If so then mail me (don't spam the list with "Reply To"'s, please!). If there's enough interest then I'll dig it out of my archives, dust it over and post it on some webspace. Regards, Keith Harrison. |