Quake 3 pipeline
Hi. Can anyway tell me how many passes quake 3 uses to render a scene and what they are? I''m just wondering what today''s engines need to do to look good.
For example, does it apply lightmaps and bumpmapping everywhere, is it fast enough, etc.
Thanx.
I think it uses a combination of singlepass and multipass. I think carmack was able to get the amount of blended textures up to 12.
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Captured Reality
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Captured Reality
I''m sure Carmack would tell me
I was thinking about all those new photo realistic games that are in the works ("Max Payne" or something like that), and I thought of something... I think Quake 3 engine is very much capable of photorealistic levels, may be not characters, but levels, damn sure. The only reason why it''s not photo realistic right now is because the levels and the textures are extremely artificial, obviously to set the mood of the game. I think if photo realistic textures were used, holy crap could Quake 3 blow us away!
I was thinking about all those new photo realistic games that are in the works ("Max Payne" or something like that), and I thought of something... I think Quake 3 engine is very much capable of photorealistic levels, may be not characters, but levels, damn sure. The only reason why it''s not photo realistic right now is because the levels and the textures are extremely artificial, obviously to set the mood of the game. I think if photo realistic textures were used, holy crap could Quake 3 blow us away!
To answer your questions kill:
1."Hi. Can anyway tell me how many passes quake 3 uses to render
a scene and what they are?"
AFAIK q3 is not limited to a fixed number of passes(at least my Q3-Viewer is not limited,only by speed)....In Q3 every shader specifies it´s different passes and then the engine does the passes as requested by the shader....
2."For example, does it apply lightmaps and bumpmapping everywhere, is it fast enough, etc."
Q3 applys lightmaps nearly everywhere....Only things like the chrome surfaces are rendered without lightmaps.And AFAIK Q3 is not able to use bumpmaps.
3."is it fast enough, etc."
Yes I think Q3 is fast enough!
Greets,XBTC!
1."Hi. Can anyway tell me how many passes quake 3 uses to render
a scene and what they are?"
AFAIK q3 is not limited to a fixed number of passes(at least my Q3-Viewer is not limited,only by speed)....In Q3 every shader specifies it´s different passes and then the engine does the passes as requested by the shader....
2."For example, does it apply lightmaps and bumpmapping everywhere, is it fast enough, etc."
Q3 applys lightmaps nearly everywhere....Only things like the chrome surfaces are rendered without lightmaps.And AFAIK Q3 is not able to use bumpmaps.
3."is it fast enough, etc."
Yes I think Q3 is fast enough!
Greets,XBTC!
A shader is a simple text-file which describes the properties of surfaces.For example the rotating texture in Q3Dm1 in the room with the big tongue is scripted by a shader.In the shader for this effects there is something like this:
1.-Rotate the fire texture and change it´s size every frame
-Draw the fire texture
2.Rotate the texture with the strange gothic structure and draw it using Alpha-blending
3.Draw the texture with the strange gothic structure without rotating but with alpha blending.
If you look at this thing in Q3dm1 you´ll see why the shader I described does this....
Greets,XBTC!
1.-Rotate the fire texture and change it´s size every frame
-Draw the fire texture
2.Rotate the texture with the strange gothic structure and draw it using Alpha-blending
3.Draw the texture with the strange gothic structure without rotating but with alpha blending.
If you look at this thing in Q3dm1 you´ll see why the shader I described does this....
Greets,XBTC!
The last post was made by me and I forgot to type in my name....
I tell you this ´cause I want the point for my ranking
Greets,XBTC!
I tell you this ´cause I want the point for my ranking
Greets,XBTC!
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