Maybe should add Phong shading model? Gouraud shading sometimes looks really bad:
[img][/img]
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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
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Add a new lighting model for mesh
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sn260591
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Smirftsch
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Re: Add a new lighting model for mesh
this is a topic discussed in many ways here in the forums already. It's no (feasible) option at all unless not moving huge parts of the rendering system from the CPU to the GPU, which again is a humongous task.
Last edited by Smirftsch on Mon Apr 20, 2015 3:35 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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sn260591
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Re: Add a new lighting model for mesh
I thought the lighting of meshes is hardware, because the line in the source code d3d9drv:
So, if you replace D3DSHADE_GOURAUD on D3DSHADE_PHONG, then it will not work?
Code: Select all
m_d3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);-
han
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Re: Add a new lighting model for mesh
In the default Unreal Engine 1 form, the RenderDevice does not know where the light originated, which is a requirement for Phong. If you use forward shading on hardware by walking through some actor list, you can't handle amount of light sources in reasonable time. So you need some deferred lighting approach.. and even getting shit sorted before you can even thing about adding that is a tremendous task..
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Turboman.
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Re: Add a new lighting model for mesh
This sounds like an overly complicated feature to implement (i'd rather have lightmaps on meshes instead for that matter).
But on the topic of mesh lighting, the current implementation still has some flaws that i hope to see fixed some day, for example on large staticmesh terrain dynamic lighting only works near the pivot, a few thousand UU further you cannot light the terrain with your dispersionpistol or flashlight anymore!
But on the topic of mesh lighting, the current implementation still has some flaws that i hope to see fixed some day, for example on large staticmesh terrain dynamic lighting only works near the pivot, a few thousand UU further you cannot light the terrain with your dispersionpistol or flashlight anymore!
Last edited by Turboman. on Tue Jul 21, 2015 7:41 pm, edited 1 time in total.