Author Topic: Tremulous with raytracing  (Read 33533 times)

Taiyo.uk

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Tremulous with raytracing
« Reply #60 on: September 05, 2007, 10:44:57 am »
Quote from: "gareth"
additive 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

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Tremulous with raytracing
« Reply #61 on: September 05, 2007, 11:00:42 am »
q3 additive lighning is crap

Odin

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Tremulous with raytracing
« Reply #62 on: September 05, 2007, 07:56:35 pm »
Quote from: "Taiyo.uk"
Quote from: "gareth"
additive 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

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Tremulous with raytracing
« Reply #63 on: September 06, 2007, 10:43:51 am »
Quote from: tehOen
q3 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.
« Last Edit: December 29, 2007, 02:59:39 pm by jal »

Odin

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Re: Tremulous with raytracing
« Reply #64 on: December 28, 2007, 07:43:26 am »
*BUMP*

What happened to this?