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 | + | * 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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===Shadow mapping=== | ===Shadow mapping=== | ||
− | + | 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) | ||
+ | * Shadow edges are not sharp | ||
{{hidden begin|Console variables}} | {{hidden begin|Console variables}} |