Li Mu Bai wrote,
"The results of global lighting can be computed in three different ways: per vertex, per pixel using emboss mapping, and per pixel using bump mapping. All three of these methods come in two variants one with self-shadowing and one without."--Florian Sauer & Sigmund Vik http://www.gamasutra.com/features/20021002/sauer_pfv.htm
Um, where did you get that idea that I thought the PS2 was capable of more?? That's not what I meant at all. From what you posted the gamecube is capable of more with the lighitng then I could recall, so I stand corrected on the vertex lighting only comment, it's just that you rarely see any game on gamecube with mor ethan a few objects using bump maps.
Yes of course PS2 is vertex lighitng, Where are you getting the idea I though it was more? I didn't say or even imply that the PS2 was more capable in this area. I was merely talking about programable "Transforms" not necessarily programmable lighting.
Well yes it does but in the case that I brought up I was specifically talking about transforms. Besides, how often do you see Gamecube games with everything bumpmapped anyway? Rarely if at all.
"The results of global lighting can be computed in three different ways: per vertex, per pixel using emboss mapping, and per pixel using bump mapping. All three of these methods come in two variants one with self-shadowing and one without."--Florian Sauer & Sigmund Vik http://www.gamasutra.com/features/20021002/sauer_pfv.htm
And you believed somehow that the PS2 was capable of more?
Um, where did you get that idea that I thought the PS2 was capable of more?? That's not what I meant at all. From what you posted the gamecube is capable of more with the lighitng then I could recall, so I stand corrected on the vertex lighting only comment, it's just that you rarely see any game on gamecube with mor ethan a few objects using bump maps.
SH3? Vertex lighting. If anything, the PS2's lighting would be primarily all vertex.
Yes of course PS2 is vertex lighitng, Where are you getting the idea I though it was more? I didn't say or even imply that the PS2 was more capable in this area. I was merely talking about programable "Transforms" not necessarily programmable lighting.
It doesn't matter how "programmable" a system is if it's the weakest hardcoded function wise of the three. (which it is) Lighting comes at a higher system resource cost on the PS2 than the GC, & the GC does it at no performance hit as well as in parallel to other features. (although custom lighting is a different beast)
Well yes it does but in the case that I brought up I was specifically talking about transforms. Besides, how often do you see Gamecube games with everything bumpmapped anyway? Rarely if at all.