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

#4
I think I already have everything working... just need to program the shaders for Som.

I setup a simple headlight shader and realized for the first time that the map graphics don't have lighting normals... which should be obvious (if you think about it)

That kind of trips up any dynamic lighting extensions down the pike. You could either A) replace all the per vertex colors with normals. Or B) somehow detect which graphic Som is displaying / replace it or slip in the normals somehow. An easy effect like a lamp/torch that just added light to the Som calculated lighting is not really doable. You could of course do a torch that just lights things that are closer up. But it would not take into account the angles of the surfaces being lit.

EDITED: I'm pretty sure the map files have normals... at least prior to the outputted game, but they never get passed along to Direct3D.
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Re: To dither or not to dither (that is to dither) - by HolyDiver - 2010-09-08, 03:27 AM



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