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Lightmapping is still the preferred method of lighting in most games, namely because it is fast regardless of how many lights are in the scene, if you've ever shot at a lightbulb that didn't break or it broke but the light around it remained then you have seen lightmaps in action. They are not suitable for dynamic lighting, though slight variations to the light mapping theme can be applied to produce fake dynamic lights such as either on/off or flickering lights (normally by using multiple lightmaps.) ... |
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Author WebMaster |
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Last update 2003-01-28
English |
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VRML multitexturing |
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Author WebMaster |
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Last update 2003-01-28
English |
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The Vertex and Pixel Shader Programming Book. (With ATI source code) |
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Author WebMaster |
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Last update 2002-12-20
English, Spanish |
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OpenGL2.0, RenderMonkey (ATI), CG (NVIDIA) |
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Author WebMaster |
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Last update 2002-12-20
English, Spanish |
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RenderMonkey is a suite of open, extensible shader development tools for both current and future hardware that allows programmers and artists to collaborate on creating realtime shader effects. |
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Author WebMaster |
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Last update 2002-12-20
English |
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Tutorial and formula |
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Author Hugo Elias |
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Last update 2002-10-20
English |
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Tutorial and formula |
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Author Hugo Elias |
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Last update 2002-10-20
English |
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Tutorial and formula [Projected shadows] |
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Author Hugo Elias |
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Last update 2002-10-20
English |
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