How to do per-pixel lighting
How can we render per-pixel lighting instead of per-vertex lighting ?
I know it''s possible to do it with Shaders, but is there another
way ???
If not can you tell me the code of the shader ???
I''m a very newbie in shaders, I don''t like it
Oh, and by the way, wich method is faster, per-pixel lighting or
add more polygons to the meshes, so I can get a more realistic scene ?
Kamikaze
Try
http://www.gamedev.net/columns/hardcore/dxshader5/
If you want per-pixel diffuse bumpmapping, you can do ist on a Geforce2 MX. (Normalcube + bumpmap)
Per-Pixel lightning ist at the same quality faster then more polygons(bumpmapping).(I have Per-Pixel Diffuse+Specular+Opcity+Gloss in a singel PS.1.1 at 100000 Polys on 35 FPS on a Radeon 8500 by 1280x1024x16)
P.S. the (R dot eye) Specular term in the link realy works, and looks fine for per-pixel specular term.
http://www.gamedev.net/columns/hardcore/dxshader5/
If you want per-pixel diffuse bumpmapping, you can do ist on a Geforce2 MX. (Normalcube + bumpmap)
Per-Pixel lightning ist at the same quality faster then more polygons(bumpmapping).(I have Per-Pixel Diffuse+Specular+Opcity+Gloss in a singel PS.1.1 at 100000 Polys on 35 FPS on a Radeon 8500 by 1280x1024x16)
P.S. the (R dot eye) Specular term in the link realy works, and looks fine for per-pixel specular term.
You may want to look in to using textures as look up tables. They allow for very nice spot light and projection effects and are relativly easy. I started with shaders a mounth ago using Cg, a C style language for shaders. (developer.nvidia.com) It simplifies thigs a lot for me but there is not ps 1.4 support.
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