Vertex lighting
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== Console variables == | == Console variables == | ||
− | {{cvar|mod_q3bsp_nolightmaps|do not load lightmaps in [[Q3BSP]] maps, saves some | + | {{cvar|mod_q3bsp_nolightmaps|do not load lightmaps in [[Q3BSP]] maps, saves some memory but looks ugly}} |
==See also== | ==See also== |
Revision as of 13:21, 10 October 2012
Vertex-based lighting is technique to sample light at surface vertices and apply Gouraud shading during rendering.
Vertex lighting is most simple and fast lighting, it is used to store only low frequency data and will look bad at complex objects.
In Darkplaces engine, vertex lighting are part of map static lighting and being calculated each time map is compiled.
Usage of vertex lighting
Small objects: | OK |
Foliage (grass, muchrooms etc.): | OK |
Brush models: | Use with care, artifacts may occur |
Whole map: | lots of artifacts |
Terrain: | lack of shadows |
Point entities: | not applicable |
Console variables
mod_q3bsp_nolightmaps : do not load lightmaps in Q3BSP maps, saves some memory but looks ugly