Author Topic: Tremulous-RT  (Read 24369 times)

doomagent13

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Re: Tremulous-RT
« Reply #30 on: August 05, 2008, 04:13:57 pm »
At least for the uncreation screenshot, it makes it look like ambient lighting is used... (For all I know, it might be...)

Odin

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Re: Tremulous-RT
« Reply #31 on: August 05, 2008, 06:51:57 pm »
Bloom doesn't find lights. It copies the rendered frame, resizes it, sends it through a bright pixel filter, blurs it, then stretches it over top of the main frame. Raytracers have light sources, it's just the current code does not use any(lightgrid would be perfect for the job though).

Here's the video again of the current code:
http://www.youtube.com/watch?v=TbQ47dKHHI8

Notice the shadows.

Raytracing doesn't "do ambience", it just appears as a result. It's very comparable to real light in how it bounces and fades. Light sources are made by the camera rays bouncing off of them and returning to the camera as bright lights. So it's actually the opposite in how light rays work in real life, but gives the same result(and is much faster than just having infinite amounts of rays casting from light sources).

The amount of rays cast from the camera are actually your screen resolution, so that is why your screen resolution is directly related to rendering speed. If you use 1280x1024, then you're casting 1280 times 1024 = 1310720 rays(one ray per pixel).
« Last Edit: August 05, 2008, 09:35:47 pm by Odin »

googles

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Re: Tremulous-RT
« Reply #32 on: August 06, 2008, 09:01:15 pm »
For the ones that haven't even tried the client, the wallhack isn't a cheat, your seeing to the other side of a wall, with maps like tremor, you cannot even see through that because there are other walls in the way. Some of you might lag a bit and fall from a very high height as a granger, and when you hit the floor for a split second you can see through the floor, that is what this is like, you cannot see players through it.