Doomtrooper
Veteran
Small interview on Gamespot, pretty interesting stuff.
http://gamespot.com/gamespot/filters/products/media/0,11100,469881,00.html
http://gamespot.com/gamespot/filters/products/media/0,11100,469881,00.html
On 2002-02-09 11:42, LeStoffer wrote:
Damn, I thought that this was a whole new interview...
Anyway, yes, it was very interesting and I think the Doom III-engine will finally show us what hardware T&L is all about. I'm not really looking that much forward to more polygons - it's nice and all but the whole lightning part of Doom III is going to be awesome. This is were (T&L will shine IMO. Die lightmaps - die!!!
REgards, LeStoffer
On 2002-02-09 12:11, Humus wrote:
Actually, I don't think it'll use "L" in T&L at all. It's done with DOT3.
On 2002-02-09 13:31, LeStoffer wrote:
On 2002-02-09 12:11, Humus wrote:
Actually, I don't think it'll use "L" in T&L at all. It's done with DOT3.
Humus: Okay, as you can tell I don't know much about how light is "projected" onto a given triangle/texture, but I thought that you either had to use a lightmap (mapped upon a texture) or a lightsource (CPU/software or Hardware L) on a mesh of triangles? Wouldn't DOT3 have to use one of these?
Hmmm, I guess I have this [odd] understanding from 3Dmax.
Regards, LeStoffer
Yes, they generate normal maps from high-poly models but use "low-poly" models in the game. The per-pixel dot3 lighting based on these normal maps makes sure the models still look very impressive even with "few" polygons. Of course the silhouettes won't look perfectly smooth.That would be vertex lighting (using gpu L), j.c does per pixel lighting with dot3 bumpmapping although i'm not 100% sure.
On 2002-02-09 14:10, DemoCoder wrote:
Even with DOT3 you need the vertex shader (e.g. T&L stage) to perform per vertex lighting calculations, for example, if you are using local lights or if you are doing anything more complicated than bog standard diffuse and specular per-pixel calculations.
On 2002-02-09 14:30, LeStoffer wrote:
But in what cases do you not need to use vertex lighting calculations if you discard the use of lightmaps [with DOT3]? I ask because you always will need some kind af lightsource unless a texture is to be absolutely black. Right? Wrong?
Thank for any clarification.
Regards, LeStoffer