To dither or not to dither (that is to dither)

#9
Hmmm, rereading all the stuff I'd posted yesterday it occurred to me it's very likely Som does not store the fourth (alpha) component of it's map lighting in the map files. Really there is no reason to. It's very likely there are 32bits allotted per coloured vertex in the file but probably best hope is the remaining bits are pre-filled so they can be directly passed along to Direct3D. In that case they could be used. Otherwise you'd have to choose between the vertex lighting with shadows or the tangent space option.

Anyway I really ran myself into the ground yesterday trying to replicate Som in vertex shader form. It's almost there. Just a couple minor discrepancies to sort out (that I'm aware of)

I really think the 16bpp dither mode might be the best filter for Som. Especially with the assets that come with it. I might try to make the in game filter options under Direct3D9, point / linear / dither or some point. It's funny, I never thought of a dither as a filter but it's actually a pretty damn good final pass filter. It doesn't seem to suffer from the stretchiness of interpolation based filters.

This weekend I feel as though I need a break in so far as I can pull myself away. I will try to make a point of looking into why those .x files aren't jibing with Assimp in the meantime.
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Re: To dither or not to dither (that is to dither) - by HolyDiver - 2010-09-11, 01:37 PM



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