![]() ![]() That said, it's been ages since I thought about it but IIRC on GC/Wii you can do it without fullscreen passes, just using more texture stages(6 or thereabouts). If you can get the most important component of the end-result for a tiny fraction of cost&implementation hassle, why bother with anything else? Which is the main reason it's pointless on Wii - you can get pixel-specular highlights with hw-dependant lookup. ![]() At least in that case, all the hassle would yield some palpable results. Bump maps just change the direction of the. With bump maps, depressions and elevations look real because they don’t alter the geometry of the surface the way Displacement maps do. Personally if I was thinking of getting pixel-shenanigans on PS2, I'd go deferred and scale back game environments to work with it. Bump maps are grayscale textures you map to objects to create the illusion of surface relief (elevations and depressions) on an otherwise flat object. None of it is unsolvable, it's just a hassle that has questionable benefits (especially on SDTV).ĩ9% of people online only 'notice' "bump/normal/anything" mapping if it has high-resolution specular highlights up the wazoo, and that will be run you more passes. Click to expand.The full-screen passes aren't free either, and it imposes certain restrictions on render-order because you have to time-share VRam buffers. ![]()
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