Re: [Algorithms] normals in skeletal animation
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From: Conor S. <cs...@tp...> - 2000-08-15 01:20:53
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> > You could always avoid using normals. Often you can use various tricks to > > get nice lighting without them. > > Conor, > > I'd like to know some of these tricks. Where can I find more info? Just search around. Projective texturing for spot lights for instance is a common one. Quake2 (and 1 I think) used lighting from the surface below the character. Another common one is using a 3d texture to grab vertex light values from. (I think messiah used this). (This meant shadows as well). Or, you could just use light distance in the calculation to avoid proper light calcs. These are all pretty much hacks, but they work well enough to make it so no one knows the difference. Conor Stokes |