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Per-vertex to per-pixel lighting #15
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What makes you think X-Ray uses per-vertex lighting? |
From XrEngine folder, "Effects Description.txt":
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. |
X-Ray used vertex lighting in early 2000. I'm pretty sure there's no per-vertex lighting in vanilla releases. |
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. |
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.
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