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Lightmapping is still the preferred method of lighting in most games, namely because it is fast regardless of how many lights are in the scene, if you've ever shot at a lightbulb that didn't break or it broke but the light around it remained then you have seen lightmaps in action. They are not suitable for dynamic lighting, though slight variations to the light mapping theme can be applied to produce fake dynamic lights such as either on/off or flickering lights (normally by using multiple lightmaps.) ... |
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Autor WebMaster |
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Última actualización 2003-01-28
Inglés |
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VRML multitexturing |
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Autor WebMaster |
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Última actualización 2003-01-28
Inglés |
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El libro de programación de shaders de vértices y pixels (Con código fuente ATI) |
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Autor WebMaster |
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Última actualización 2002-12-20
Inglés, Español |
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OpenGL2.0, RenderMonkey (ATI), CG (NVIDIA) |
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Autor WebMaster |
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Última actualización 2002-12-20
Inglés, Español |
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RenderMonkey is a suite of open, extensible shader development tools for both current and future hardware that allows programmers and artists to collaborate on creating realtime shader effects. |
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Autor WebMaster |
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Última actualización 2002-12-20
Inglés |
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Tutorial and formula |
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Autor Hugo Elias |
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Última actualización 2002-10-20
Inglés |
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Tutorial and formula |
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Autor Hugo Elias |
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Última actualización 2002-10-20
Inglés |
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Tutorial and formula [Projected shadows] |
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Autor Hugo Elias |
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Última actualización 2002-10-20
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