Quote:Original post by Matt Aufderheide
Sorry, this doesn't make sense. You can't do per-pixel point lights without shaders... You need to transform the light vector, vertex normal, vertex postions, etc to tangent space, and then calculate attenuation in a per pixel basis, normalize everything..do specualr, etc etc..
Sorry, but you cant do this on a GeForce 2, no matter what tricks you use. So the point is, comparing some kind of FFP dot3 lights with per pixel shader-based lights such as in this deferred shading debate is non-sensical.. they are differnt things entirely.
Sorry, this doesn't make sense. As it's been said above, you CAN do per pixel normal mapping on this (ancient) hardware. The tangent (I think?) is encoding in vertex colouring and then the dot3 map is combined with a diffuse texture, the hardware handles the rest. If you don't believe me, explain how BltizBASIC does it, with no shader support whatsoever?
Now while I agree it is not a fair comparison because the last deferred demo showed more than what zedzeek is on about, it's still true what zedzeek may be saying.