Per pixel lighting
Posted: 02 Oct 2016, 00:56
Hi,
since I removed all legacy fixed function in my branch I'm playing with WZ lighting. I'm currently implementing per pixel lighting : currently at map loading time an illumination value is computed and stored for every tile (note: it's direct illumination ie dot product between sun position and tile normal) and when game runs the lightmap is updated every 80 ms with some maths relying on the tile's stored illumination and fog of war value. Local light (for instance explosion) also shades tiles locally. Since lighting is sourced from a texture it looks rather static and flat and can't be view dependant (but performance wise it's very efficient)
Per pixel lighting is moving the lighting computation inside shader which means lighting is pixel accurate and independant of tile. It's obviously more costly but it's a technic used in Doom3 which is more than 10 years old now.
Is there any objection to using this technic in wz2100 since it will slightly change the look of the game ?
since I removed all legacy fixed function in my branch I'm playing with WZ lighting. I'm currently implementing per pixel lighting : currently at map loading time an illumination value is computed and stored for every tile (note: it's direct illumination ie dot product between sun position and tile normal) and when game runs the lightmap is updated every 80 ms with some maths relying on the tile's stored illumination and fog of war value. Local light (for instance explosion) also shades tiles locally. Since lighting is sourced from a texture it looks rather static and flat and can't be view dependant (but performance wise it's very efficient)
Per pixel lighting is moving the lighting computation inside shader which means lighting is pixel accurate and independant of tile. It's obviously more costly but it's a technic used in Doom3 which is more than 10 years old now.
Is there any objection to using this technic in wz2100 since it will slightly change the look of the game ?