Does Splinter Cell use per-pixel lighting?

Splinter seems to use some sort of real-time, scan-line rendering based, global lighting model. I just wanted to know if the lighting calculations (aside from the normal/bump maps) were being performed at the pixel level. Does anyone know?
 
I won't speculate on that but certainly lighting and shadowing is something that has been expanded and improved on over the core Unreal tech.
 
Luminescent said:
The lighting math for the lightmaps is precalculated, so there is no intense pixel-combiner math, right? Just curious.
Yes, as far as I know, they do most of the lighting & shadowing with hacks & tricks (Sweeney talked about that in an interview to GameSpy), so it's not like DOOM III, where everything is unified.
 
alexsok said:
Luminescent said:
The lighting math for the lightmaps is precalculated, so there is no intense pixel-combiner math, right? Just curious.
Yes, as far as I know, they do most of the lighting & shadowing with hacks & tricks (Sweeney talked about that in an interview to GameSpy), so it's not like DOOM III, where everything is unified.
Like alexsok said, they use a variety of different methods for shadows, mostly its a mix of pre-caculated shadow maps like all the Unreal games, but also projectors like the new UT and real-time calculated shadow maps for individual light-sources, those look the most impressive actually IMHO.
alexsok, not being a unified lighting model doesn't mean it can't be per-pixel though AFAIK, or does using real-time shadow mapping and other methods instead of stencil shadows automatically imply its not per-pixel? I don't think so but please someone correct me if I'm wrong...
 
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