I've decided that I'm not going to force the user to double their gl_modulate for 64 bit lightmap support. This means that the additional dynamic headroom is lost, but after having done some comparisons of with and without it, it doesn't add enough to warrant making things awkward or unintuitive for the user.
I've added in LordHavocs interpolated R_LightPoint code for alias model lighting. This is an important piece of code, but it's not really "interpolation" as is understood elsewhere in the engine; instead it smooths out transitions between different parts of the lightmap. Averaging the current shadelight with a last shadelight is another option I'm considering.
Those who base their reality on SlashDot posts and old writings from 1996 had better look away now.
Here's Quake II running under Direct3D with stencil-buffer shadows and polygon offset. :)
0 comments:
Post a Comment