I am looking for the best way to implement per pixel lighting with bumpmapping on a GeForce2, I need a method that has really good tutorial… Thanks in advance!
haven’t been there in a while cough, been actually making a game, but they have some really good stuff…
i can’t wait till true displacements maps make it into hardware though.
maybe for the playstation 3
you should check the archives of this board as well.
some good talks on getting point lights to work correctly, etc…
here’s a little demo i wrote up real quick… http://www.angelfire.com/ab3/nobody/pplRendering.html
your going to need code to calculate tangents, and just in case you havent’ coded it up yet… http://www.angelfire.com/ab3/nobody/calc_tangent.c
btw, this rendering technique is pretty useless if your making a pc game.
unless your id software or somethin.
I have been working on some consoles, and I always feel sorry that I can not use per pixel lighting on console platform(XBOX can do it, but I have not get my hand on it yet), so I am quite excited by the last sentence from kaber0111. Are you talking about some per pixel lighting method that can be used on console? Can you give more details? btw, the 2 links you given do not work for me
I also have some info on my site: http://www.ronfrazier.net/apparition/research
Originally posted by Nil_z:
Are you talking about some per pixel lighting method that can be used on console? Can you give more details? btw, the 2 links you given do not work for me
I think he was talking about XBOX. The thing with the PC is, if you want to do per-pixel lighting, you can only do it for a few cards. Probably 95% of users dont have a card that supports the necessary features. So in the end, you either make a game that only works for 5% of the users, or you make it so you can toggle ppl on/off and do all that work for a feature 95% of users wont use.