![]() Store the result in an Intermediate Representation ( def_view_t) and upload/reuse cache geometry in the GPU's VBO.Analyze world database and determine what contributes to the view.The renderer is not monolithic like previous idTech engines but rather broken down in two parts called Frontend and Backend: Trivia : It is possible to take the result of each light pass, blend them manually with photoshop (Linear Dodge to mimic OpenGL additive blending) and reach the exact same visual result.Īdditive blending combined to support of shadows and bumpmapping resulted in an engine that can still produce very nice result even by 2012 standards: Architecture ![]() I modified the engine in order to isolate each light pass, they can be viewed using the left and right arrows: Notice the white illumination at the center of the screen where all lights blend together. The following screenshot shows three lights in a room resulting in three passes with the result of each pass accumulated in the framebuffer. I build a custom level to illustrate additive blending. The contribution of each light in the view is accumulated in the GPU framebuffer via additive blending.ĭoom 3 takes full advantage of the fact that color framebuffer registers saturate instead of wrapping around.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |