Opengl 4.1 vs directx 111/6/2023 Most of the lighting is handled in a Blinn-phong fashion rather than PBR, and any sort of "shadows" you see are actually light calculations in an environment with one directional light, no shadow casters, no self-shadows, and a whole lot of special effects that are nonetheless very old-school-capable.Ĥ. For performance purposes, we're not even running shadows here at all. But this easily runs in OpenGL in the same equivalence.ģ. Actually everything I've shown thus far has been 100% in DirectX9, most of it shader model 2.0, some of it shader model 3.0. There are absolutely no point lights however, and so from a lighting standpoint this is all bog-standard DirectX9.Ģ. We're using one directional light, and some of the shaders I've coded ignore that or bend it to always come from a certain direction or do other really funky things. ![]() There actually aren't any true lighting effects in use here. Grah, our forums didn't even email me about this topic! Frustrating when that happens.
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