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  • ...|right|thumb|500px|Lightmaps (on the left) in comparison with vertex-based lighting]] Vertex-based lighting is technique to sample light at surface vertices and apply [http://en.wikip
    1 KB (201 words) - 19:11, 20 February 2013
  • [[File:Darkplaces_gl_lightmaps_2.jpg|400px|thumb|Map with only lighting applied]] ..., theme and atmosphere. Lighting is just as important as geometry. Without lighting there is no environment but just a group of 3-dimensional objects. Its purp
    2 KB (222 words) - 14:51, 9 August 2012
  • ...hadow volumes, bright orange is zones being processed for dynamic realtime lighting.]] ...0 rendering paths and pre-shader rendering paths (GL1.4), although not all lighting features are possible on pre-shader fixed rendering pipeline.
    12 KB (1,647 words) - 09:50, 15 February 2013
  • Darkplaces lighting is a quite complex system that have connections with many other engine syst Q3map2 generates static lighting data when map is compiled. Depending on map size, it could last from few se
    10 KB (1,548 words) - 09:46, 15 February 2013
  • {{navigation title|Lighting model}} ...ight shining through a stained glass window (done crudely by texturing the lighting with a cubemap), another good example would be a discolight.
    4 KB (602 words) - 11:14, 7 October 2012
  • * ambient : ambient light intensity (ignores shading, makes lighting to be more 'flat') {{cvar|r_shadow_realtime_world|Enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .li
    4 KB (529 words) - 11:15, 7 October 2012
  • Darkplaces lighting renderer have a bunch of misc options to tweak.
    1 KB (139 words) - 14:50, 9 August 2012

Page text matches

  • * [[Darkplaces lighting | Lighting]]
    2 KB (293 words) - 06:42, 2 July 2017
  • ...rush with this texture will make boundaries of [[lightgrid | entity static lighting]]. There is no other use. Invisible surface that blocks lighting.
    6 KB (883 words) - 09:53, 9 August 2012
  • * _norm - [[normalmap]] texture for per pixel lighting (alpha stores heightmap for [[parallax mapping]]) * _gloss - [[specular]] texture for per pixel lighting, can be in color (alpha stores gloss exponent)
    1 KB (182 words) - 09:44, 1 August 2012
  • :A technique for lighting in a map that results in controlled shadows in the finished map. Typically, ...iting format) file into .BSP file (playable map) when map is optimized and lighting, culling, and collision structures are created. Compilation can take many t
    7 KB (1,190 words) - 21:12, 25 September 2012
  • ... applied, effectively making them more detailed and look just like dynamic lighting. {{cvar|r_fullbright|disables static lighting.}}
    3 KB (518 words) - 19:10, 20 February 2013
  • A three-dimensional data structure used to store static lighting on models. Lightgrid are created during [[LIGHT phase]] each time map is co * Average light vector (used for diffuse lighting)
    2 KB (313 words) - 20:41, 30 July 2012
  • ...|right|thumb|500px|Lightmaps (on the left) in comparison with vertex-based lighting]] Vertex-based lighting is technique to sample light at surface vertices and apply [http://en.wikip
    1 KB (201 words) - 19:11, 20 February 2013
  • * Dynamic per pixel lighting with shadowmaps or stencil shadow volumes * Deferred lighting (in development).
    7 KB (1,034 words) - 03:32, 23 November 2023
  • [[File:Darkplaces_gl_lightmaps_2.jpg|400px|thumb|Map with only lighting applied]] ..., theme and atmosphere. Lighting is just as important as geometry. Without lighting there is no environment but just a group of 3-dimensional objects. Its purp
    2 KB (222 words) - 14:51, 9 August 2012
  • * LIGHT - static lighting (lightmap, lightgrid) being generated.
    903 B (130 words) - 20:43, 30 July 2012
  • ...r is a better alternative to '''cull none''' because it is consistent with lighting. Drawback are that it produces more geometry data (larger loading times, mo ...neration of per-vertex RGBA components which is normally used for [[vertex lighting]] and [[terrain blending]]/[[vertex controlled transparency]].
    15 KB (2,439 words) - 20:42, 30 July 2012
  • <font color=green>// lighting stage</font> === Realtime lighting ===
    7 KB (1,044 words) - 21:45, 30 July 2012
  • :Colors scale the values generated by the texture units to produce lighting effects. A value of 0.0 will be completely black, and a value of 1.0 will l
    8 KB (1,291 words) - 21:45, 30 July 2012
  • :This keyword applied to a side on a brush, patch or model will cause the lighting phase of the Q3Map2 process to use the texture's alpha channel as a mask fo ...a attributes). Surface with no lightmap will be rendered with vertex-based lighting. To disable vertex lignting calculation, use '''q3map_noVertexLight''' keyw
    21 KB (3,239 words) - 23:56, 29 November 2014
  • ...lls renderer to show material with static lighting ([[lightmap]], [[vertex lighting]] or [[lightgrid]]) applied. It have no parameters and must always be the l
    12 KB (1,763 words) - 08:16, 15 November 2012
  • {{important|Lighting up a non-diffuse texture with Phong shading will decrease an effect of it,
    952 B (147 words) - 13:49, 28 September 2012
  • ...hadow volumes, bright orange is zones being processed for dynamic realtime lighting.]] ...0 rendering paths and pre-shader rendering paths (GL1.4), although not all lighting features are possible on pre-shader fixed rendering pipeline.
    12 KB (1,647 words) - 09:50, 15 February 2013
  • Darkplaces lighting is a quite complex system that have connections with many other engine syst Q3map2 generates static lighting data when map is compiled. Depending on map size, it could last from few se
    10 KB (1,548 words) - 09:46, 15 February 2013
  • {{navigation title|Lighting model}} ...ight shining through a stained glass window (done crudely by texturing the lighting with a cubemap), another good example would be a discolight.
    4 KB (602 words) - 11:14, 7 October 2012
  • * ambient : ambient light intensity (ignores shading, makes lighting to be more 'flat') {{cvar|r_shadow_realtime_world|Enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .li
    4 KB (529 words) - 11:15, 7 October 2012

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