Editing Darkplaces lighting/Lighting model

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* Color Map : base texture (best way to use [[diffuse]] texture)
 
* Color Map : base texture (best way to use [[diffuse]] texture)
 
* Normal Map : texture storing additional surface curvature (optionally, alpha storing height)
 
* Normal Map : texture storing additional surface curvature (optionally, alpha storing height)
* Gloss Map : texture used for specular reflection. Contains gloss color (RGB) and optional exponent multiplier (alpha)
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* Gloss Map : texture used for specular and containing gloss color (RGB) and optional exponent multiplier (alpha)
 
* Glow Map : texture's local luminance texture, RGB additive blended texture that entirely ignores shading
 
* Glow Map : texture's local luminance texture, RGB additive blended texture that entirely ignores shading
 
* Light Vector : vector of light direction (either calculated for realtime light or got from deluxemap [[lightmap]] component)
 
* Light Vector : vector of light direction (either calculated for realtime light or got from deluxemap [[lightmap]] component)
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{{important|Shadows are quite complex render task, many lights casting many shadows may decrease rendering speed significantly. Map designer should plan his map with this limitation in mind - there should be no situation of many lights being seen from a certain point, or user will experience a game slowdown.}}
 
{{important|Shadows are quite complex render task, many lights casting many shadows may decrease rendering speed significantly. Map designer should plan his map with this limitation in mind - there should be no situation of many lights being seen from a certain point, or user will experience a game slowdown.}}
  
Darkplaces supports two realtime shadowing techniques: stencil shadow volumes and shadow mapping.
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Darkplaces supports two realtime shadowing techniques: shadow volumes and shadow mapping.
  
===Stencil shadow volumes===
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===Stencil shadows===
 
[http://en.wikipedia.org/wiki/Shadow_volume Stencil shadow volumes] is a base shadow rendering method in Darkplaces.  
 
[http://en.wikipedia.org/wiki/Shadow_volume Stencil shadow volumes] is a base shadow rendering method in Darkplaces.  
  
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===Shadow mapping===
 
===Shadow mapping===
In 2010 darkplaces got [http://en.wikipedia.org/wiki/Shadow_mapping shadow mapping] implemented by [http://sauerbraten.org/ Eihrul].  
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Since 2010 [http://en.wikipedia.org/wiki/Shadow_mapping shadow mapping] was implemented by [http://sauerbraten.org/ Eihrul].  
  
 
Shadowmapping have a number of advantages over shadow volume rendering and is considered to replace it:
 
Shadowmapping have a number of advantages over shadow volume rendering and is considered to replace it:
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* Takes less CPU time (as construction of shadow volumes is not required)
 
* Takes less CPU time (as construction of shadow volumes is not required)
 
* Distance-based LOD (far lights rendered with lower shadowmap resolution)
 
* Distance-based LOD (far lights rendered with lower shadowmap resolution)
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* Shadow edges are not sharp
  
 
{{hidden begin|Console variables}}
 
{{hidden begin|Console variables}}

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