A PDF discussing Source's use of Direct3D indicates this is the focus feature of the engine, as well as discussing some other details.
Besides the focus on that, some things sparked some thoughts:
Besides the focus on that, some things sparked some thoughts:
- "Managing shader permutations", which brought PS 3.0 to mind initially. HL 2 might facilitate showing benefit for the NV40 flow control capabilities, if its shader throughput can keep up. Longest current shader length is about "43 ALU ops" ("7 texture fetches" mentioned with that)...but it isn't clear how often that will be approached.
- The perspective of normal mapping as a "reusable" high frequency detail alternative to geometry detail struck me as interesting.
- I think Valve should consider offset mapping for their flat surfaces.