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Wow, the progress here looks excellent since the last time I checked this out!
combinaison of both dithering and texturing. Note that this is at 15MHz. 6MHz is not *that* slow, but the screen is faster and look better like this and thanks Xeda !
That looks really good. It seems like a great effect to make a dark environement.Would it be hard to do lights at a different position as the camera, and multiple lights?
Quote from: ben_g on January 02, 2014, 11:28:18 amThat looks really good. It seems like a great effect to make a dark environement.Would it be hard to do lights at a different position as the camera, and multiple lights?well, with the way I calculate the illumination, only directionnal light can be defined ; but mutiple and different light are not so difficult
Quote from: TheMachine02 on January 02, 2014, 11:31:46 amQuote from: ben_g on January 02, 2014, 11:28:18 amThat looks really good. It seems like a great effect to make a dark environement.Would it be hard to do lights at a different position as the camera, and multiple lights?well, with the way I calculate the illumination, only directionnal light can be defined ; but mutiple and different light are not so difficult would it be slow/hard to recalculate the light direction based of a certain point for every vertex or for every 4*4 pixel area?
Would it be practical inside a game?
Quote from: ben_g on January 02, 2014, 11:36:44 amQuote from: TheMachine02 on January 02, 2014, 11:31:46 amQuote from: ben_g on January 02, 2014, 11:28:18 amThat looks really good. It seems like a great effect to make a dark environement.Would it be hard to do lights at a different position as the camera, and multiple lights?well, with the way I calculate the illumination, only directionnal light can be defined ; but mutiple and different light are not so difficult would it be slow/hard to recalculate the light direction based of a certain point for every vertex or for every 4*4 pixel area?I am not sure for what you mean, but if you think of a sort of per-vertex lightning ; a modification of the texture routine allow me to do some sort of gouraud shading.