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fireking

neverwinter nights lighting

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does anyone know how the lighting in neverwinter nights is performed? the lighting in the game is amazing, and im wondering how it was done

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Shadow volumes. With vertex programs.

Also uses double-sided triangles so meshes dont have to be closed. (slower of course)

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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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quote:
Original post by fireking
any cool papers on shadow volumes? tutorials perhaps?

The main one is avalible from nVidia''s site. Its titled ''Robust shadow volumes''.

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actually, thats not how they do their lighting.. thats how they do the shadows...

how does neverwinter nights do the lighting?

[edited by - fireking on November 8, 2003 8:58:09 PM]

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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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