User talk:Neo: Difference between revisions

1,370 bytes added ,  21 October 2008
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Any ideas on how to test the SupportShadows, SupportHighQualityTextures, SupportReflectionMapping?
Any ideas on how to test the SupportShadows, SupportHighQualityTextures, SupportReflectionMapping?
:SupportShadows, SupportHighQualityTextures and SupportReflectionMapping have the same code as SupportCosmeticCorpses so the compiler/linker axed them and kept only one copy of the code.
:SupportHighQualityTextures is used by a piece of code that doesn't appear to exist on PC. It seems that if the graphics quality level is set to low it will ignore the texture mipmaps.
:I saw that trailer and its shadows but the question is if that's real-time, in-game graphics or not. There's no trace of such thing in any of the executables I saw. Besides I kind of doubt it that it was possible to get reasonable fast shadows using OpenGL 1.x and the graphics hardware available at that time (and don't forget that Oni is anyway a CPU hog). Halo PC which came out in 2003 has nice (optional) shadows but there's no chance to get it to work on video cards Oni ran on.
:Shadows as we see them in Oni are just decals and that's why sometimes they show up in unexpected places like those crates, they're simply "projected" to nearby quads. Try firing the sbg to the corner of a room and you'll see what I'm talking about. And there isn't any "nearby lighting" either. All the light in Oni is static, backed into the environment quads by using vertex colors. There may be some static lighting to avoid flat looking characters but that's pretty much all of it.
[[User:Neo|Neo]]
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