if High Dynamic Range Bloom is enabled (r_hdr console variable), a scene is rendered at lower resolution and copied to texture, then blurred by two 1D blur passes, and saved for later use (the bloom texture).The visible set of surfaces (geometry in the world model) and BSP leafs (convex regions of the world model) are determined by recursive portal flow through the world model's BSP leafs by the function R_View_WorldVisibility. Rendering Process - DarkPlaces walks the scene in multiple different ways each time it renders (rather than using a SceneGraph - read Tom Forsyth's article Scene Graphs - just say no for a good explanation of why they are undesirable). These are notes about the technology in DarkPlaces engine, not really a blog, more a spillage of techniques and ideas that may be of interest to engine programmers, and may also answer some questions about how the engine works for those who are interested. LadyHavoc's DarkPlaces Quake Modification About/News ReadMe Download Screenshots
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