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Per-vertex to per-pixel lighting #15

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ghost opened this issue Oct 14, 2014 · 4 comments
Closed

Per-vertex to per-pixel lighting #15

ghost opened this issue Oct 14, 2014 · 4 comments

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@ghost
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ghost commented Oct 14, 2014

Per-vertex lighting I believe causes a good deal of problems in XRay. A good example is light bleed through walls and ceilings. Another is easy to see on weapon models, where both sides get lit up at once, or how at certain angles it only lights small parts of the model and not others.

Concerns: performance cost

Thoughts?

P.S. Yes I will commit the actor shadows nitro, I just have been quite busy and I'm still trying to figure out how to use Git Shell.

@ghost ghost added the Enhancement label Oct 14, 2014
@nitrocaster
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What makes you think X-Ray uses per-vertex lighting?

@ghost
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ghost commented Oct 15, 2014

From XrEngine folder, "Effects Description.txt":

  • Colored dynamic, per vertex lighting
    • Intelligent light sources selection & clipping
      • Makes possible more than 100 dynamic lights per frame at reasonable FPS-es

Plus it's obvious if you notice the light bleed in certain places, or on the Svadosk the way lighting looks funky on some doors, etc.

@nitrocaster
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X-Ray used vertex lighting in early 2000. I'm pretty sure there's no per-vertex lighting in vanilla releases.
Light bleeding doesn't have to be caused only by per-vertex lighting, there're may be another factors.
Maybe you could post a screenshot to show what you exactly mean?

@ghost
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ghost commented Oct 17, 2014

Whoops, could have sworn it used per-vertex due to some light anomalies I've seen. I'll post some screens of what I mean later.

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