News:

Come Chat with us live! Learn how HERE!

Main Menu

Tremulous with raytracing

Started by www.rweb.co.nr, August 25, 2007, 08:28:49 PM

Taiyo.uk

Quote from: garethadditive dynamic lighting! non of that raytraced shadowmapped shader crap!
Yes please!

No, really. The use of multiplicative lighting is why dynamic (weapon, etc.) lights don't illuminate pitch black areas.

Additive lighting, proper model lighting (no more magic fluorescent structures), offloading more rendering work to the GPU and possibly HDR would be a great improvement without the hassle of trying to kludge tons of modern graphics features into Q3, and updating all of the content to use them.

tehOen


Odin

Quote from: Taiyo.uk
Quote from: garethadditive dynamic lighting! non of that raytraced shadowmapped shader crap!
Yes please!

No, really. The use of multiplicative lighting is why dynamic (weapon, etc.) lights don't illuminate pitch black areas.

Additive lighting, proper model lighting (no more magic fluorescent structures), offloading more rendering work to the GPU and possibly HDR would be a great improvement without the hassle of trying to kludge tons of modern graphics features into Q3, and updating all of the content to use them.
While still having the ability to fall back to the old lighting methods = perfection. Somebody spearhead this.

jal

#63
Quote from: tehOenq3 additive lighning is crap
I know it has an unused trap for adding additive dlights, but I've never seen it in action. Why is it crap? May just be the light falloff not being nice? That'd be easy to change.

Odin