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neverwinter nights lighting

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well ive actually seen some artifacts from the rendering system, a lot of stuff is optimized because the camera will never get to a certain rotation value. so some objects in the game dont even have a triangle in certain locations, cuz you''ll never see that part of the object

any cool papers on shadow volumes? tutorials perhaps?

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If i remember right, its some form of per-pixel lighting. Ask goggle about DOT3 bumpmapping with normal maps.

It basically boils down to using a texture to represent the normals of a surface and the vertex colours to encode the light direction. Then you can get the graphics card to calculate a dot product between the two at every texel to get the light intensity.

I can''t remember if Neverwinter has specular as well, if you want that you need to perform another shading pass taking into account the eye position as well as the light position before encoding that into the vertex colour.

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