User panel stuff on forum
  8 posts on 1 page  1
Client Talk
2009-03-13, 17:47
Member
60 posts

Registered:
Apr 2006
Lighting on vmodels and entities using real light points in the map. I take closest 3 lights to entity model (there's about 25 lights on dm6 to sort through) and process them in 1 pass which gives a decent render speed. This setup will also pave the way for a lot of other cool lighting effects. This effect is Spec+diffuse+ambient+model color.

[EDIT]
FIXED Video here
[/EDIT]
2009-03-14, 11:39
Administrator
1847 posts

Registered:
Feb 2006
Good job, looks really nice
2009-03-14, 13:33
Member
60 posts

Registered:
Apr 2006
Thanks

One of my calculations was off. Fixed video here

Spec is really high to show it off. The video conversion makes the armors look over-bright and saturated but I can't spend all day making videos :p
2009-03-16, 17:20
Member
51 posts

Registered:
Sep 2006
I like it, much more physical correct than the current ways of lighting the models I guess? Very nice specular lighting on the armors in the videos.
2009-03-17, 04:49
Member
60 posts

Registered:
Apr 2006
Yup. The classic rendering (fixed open-gl pipeline) only has access to the models vertices. To compute per vertex lighting, you only calculate the light at each vertex of a 3D model and then interpolate the resulting values to calculate the per-pixel color values. PPL (Per Pixel Lighting) computes lighting at each rendered pixel of an image so there's no faking by interpolation. Per-pixel lighting paves the way for other graphics techniques to help improve render quality, including bump mapping, specularity, phong shading and shadow volumes. Pre-geforce 2 cards will have trouble with PPL but today's card has little to no trouble with it and can make no difference in performance. GLSL bottle-necks is primarily with texel lookups so effects such as bump mapping and gloss mapping techniques is where you will see the performance hit. Realistic water is a real bitch because there are usually so many texel lookups (up to 5) ;(

In this movie I made there is only a base texture texel lookup so performance is really good and with my card it may be just as good as vertex lighting but I haven't run tests (framerate still is high tho) and there's still some optimizations I have to do.
2009-03-26, 01:23
Administrator
2058 posts

Registered:
Jan 2006
Will any of your work be added to ezQuake?
2009-03-26, 01:48
Member
60 posts

Registered:
Apr 2006
Well, I'm on the team if that's what you mean. I'm trying to get a solid glsl framework ready for the next release
2009-03-26, 08:54
Administrator
2058 posts

Registered:
Jan 2006
Great
  8 posts on 1 page  1