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Feature #1227

Per pixel lighting

Added by skyjake over 21 years ago. Updated about 12 years ago.

Status:
Closed
Priority:
Normal
Assignee:
-
Category:
-
Target version:
-
Start date:
2003-07-06
% Done:

100%


Description

Look at Tenebrae to figure this one out.

Labels: Graphics

History

#1 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

Very good, but where do you get your light source data from?
Certainly not from the torches, when some levels have 200+
of them appearing on the same screen.

#2 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

per pixel lighting doesn't have to have anything to do with
realtime-stencil-shadows (thats what makes doom3 or
darkplaces/tenebrae appear so dark), per pixel lightning
makes everything been lit per pixel, possible usage are:
bumpmapping (heightmap), lumamapping (lightsource map),
normalmapping (light behavior can come form a (unlimited
high poly model /renderpolyflat) and glossmapping (shiny
map) each mapping method adds an texture-files to the
enhance the normally visible colormap (or texture as it's
still called in the pre-doom-3 days)

there is no need to worry about lightsources

#3 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

So your saying bump map everything from a single static
lightsource + any extra dynlights?

#4 Updated by danij over 21 years ago

Closing as duplicate.

#5 Updated by skyjake about 15 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

no I meant all lightsources already available in
doom/heretic/hexen, ok sector light's might be tricky to do
but dynlights all the way if done with support for monster
skins that is. it will only slow doomsday a bit down (well
4x texture data) ...

... but not nearly as much as realtime-stencil-shadows
would, what is not possible to do with reasonable speed on
todays top systems with a game like doom (lightsources,
monsterhordes, imagine the how the shadows would move around
10 imps when every single one of them throws a fireball at
you every 2 seconds in nightmare, that would look amazing,
but also would bring every computer ever build down to the
crawl thus: not worthy I know)

#6 Updated by skyjake almost 5 years ago

  • Related to Feature #1535: Option for fullbright textures affected by colored sectors added

#7 Updated by skyjake almost 5 years ago

  • Related to deleted (Feature #1535: Option for fullbright textures affected by colored sectors)

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