Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

johnnyBravo

For a more realistic lighting, using lots of triangles ok?

This topic is 5479 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Im trying to get a more realistic lighting working on my surfaces. Im trying to use vertex shaders but im having alot of trouble to get my objects to even show with it..other post http://gamedev.net/community/forums/topic.asp?topic_id=181764 So i thought in the meantime i could just create a heap of triangles on each surface to give a more realistic feel. But this would require heaps of vertices. Im wondering if there would be any speed problems with this. By heaps i mean say i have a map, with walls, floors to make a building complex, i would make the triangles on the surface not that small as the view point is quite high and the building will look small form the view point(an isometric view) Thanks

Share this post


Link to post
Share on other sites
Advertisement
I still didn''t get your "heap". if you could elaborate a bit on it.

But if you''re fighting for realistic lighting, you could try lightmaps and store them along with your map database, yeah but those would be static you see.

You could try projecting colored and alpha blended triangle fans on flatter surfaces to add dynamic lights to some extent.

You see pretty good effect put into effect through these techniques in quake2 and III.

But yes, they''re no match for the programmable pipeline capabilities.

Share this post


Link to post
Share on other sites
ah thanks, yeah i am using dynamic lighting.

The thing is i intended on making a decently looking game, so i thought i would use the basic d3d for it. But then i learned more and more, and wanted to use more, like i didnt even intend on using lighting, but now.....

By "heap" i meant "lots of".
As in: she piled a heap of clothes onto the bed
This isnt the first time someone hasnt understood what i meant from something like that.
Hey what country you from?im from australia



[edited by - johnnyBravo on September 24, 2003 8:53:25 AM]

Share this post


Link to post
Share on other sites
I know what heap means actually ... man! do I sound that dumb. What I am not sure about is that what purpose are you trying to solve with a "heap" of triangles. And that too, in some way, to enhance lighting.

I''m from India. The caption of my posts say that.

Share this post


Link to post
Share on other sites
I think he means he is subdivideing his triangles so the lighting calculation is more acurate, and this will work at the cost of fillrate, I beleve there is some sort of Npatch thing you could do that would take care of this easily

Share this post


Link to post
Share on other sites
It''s not an increase in fill rate. It''s an increase in vertex processing and triangle setup. You''re still filling the same number of pixels, you''re just sending down more vertices.

Share this post


Link to post
Share on other sites
I don''t understand how increasing the number of triangles can overcome the need of a vertex shader. Instead of per pixel lighting, yes. But you still have to do per vertex lighting.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!