Map Lighting

Map Lighting

Requests for features in the spring code.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Map Lighting

Post by Argh »

Simple request: give us an option where the map is not lit at all. Just display them fullbright.

Why? If maps aren't lit, it's a big performance boost. Then render shadows over them, and voila, if they're been prelit with a lightmap, they look the same as they would if lit, have shadows, and perform far faster. The shadowmap's created in another step of the map drawing process, so it's practical. Obviously should default to off, for older maps.

Would need a slightly rewritten shader and the minor stuff to add the option, and would probably enhance performance by a little bit. And it would also mean that the map ambient would just apply to the shadows, instead of applying to both shadows and per-fragment lighting, which would fix some issues being caused by that (basically, instead of rewriting the fragment program to do lighting better, which sounds yucky, let's just fix it at the map level, since burning a high-detail lightmap is part of making good maps anyhow).
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Map Lighting

Post by Pxtl »

Doesn't work - unit shadows will darken the prerendered shadows _further_ instead of just melding with the existing shadows. Plus it fails for map deformation.

At the very least you need to provide a pre-rendered shadowmap instead of just baking the shadows into the map-texture, which the unit-shadows will work with.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Map Lighting

Post by Argh »

Wait... hold up.

When making a lightmap, pre-rendered shadows are optional. I'm talking about pre-rendered lighting of the surface normals only.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Map Lighting

Post by Pxtl »

Whoop, my bad. Reading fail.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Map Lighting

Post by Argh »

No, I just wasn't clear. Happens.
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