Most Quake engines have improved the lighting from what GLQuake offers, by supporting 2x overbright lighting. There is however one small problem with this:
All those black marks are where even 2x overbright light isn't enough and the lighting range gets clamped (I just removed the clamp and let it wrap down to a low number for demonstration purposes). Quake's lighting range evidently needs a little more than that. It's interesting that this even happens with the standard lightmaps in some places.
So 1.8.7 is going to support 4x overbright light as an option. This gives a fuller lighting range so that coloured dynamic lights will no longer saturate to white (very effective, this) and so that really bright highlights in standard lightmapping come out better.
This will be selectable through the gl_overbright cvar (0 = none, 1 = 2x, 2 = 4x) or a menu option.
There is a slight cost in that the lightmap resolution may visibly degrade a little, but in most cases you shouldn't notice it. This can be resolved by going to 64-bit lightmaps, which earlier versions did support, and which I may consider again, but there is a speed penalty there.
Because of this the default remains at 2x overbrighting.
Monday, October 25, 2010
Improved Overbright Lighting
Posted by
mhquake
at
1:52 PM
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