Vertex lighting
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| width:50% | <font color=green>OK</font> | | width:50% | <font color=green>OK</font> | ||
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− | | align=right | Foliage (grass, | + | | align=right | Foliage (grass, mushrooms etc.): |
| <font color=green>OK</font> | | <font color=green>OK</font> | ||
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Line 23: | Line 23: | ||
| <font color=red>lack of shadows</font> | | <font color=red>lack of shadows</font> | ||
|- | |- | ||
− | | align=right | [[Radiant Glossary | Point entities]]: | + | | align=right | [[Radiant/Glossary | Point entities]]: |
| <font color=red>not applicable</font> | | <font color=red>not applicable</font> | ||
|} | |} |
Latest revision as of 22:11, 20 February 2013
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.
[edit] Usage of vertex lighting
Small objects: | OK |
Foliage (grass, mushrooms etc.): | OK |
Brush models: | Use with care, artifacts may occur |
Whole map: | lots of artifacts |
Terrain: | lack of shadows |
Point entities: | not applicable |
[edit] Console variables
mod_q3bsp_nolightmaps : do not load lightmaps in Q3BSP maps, saves some memory but looks ugly