Virtual Ambient Light Textures: Difference between revisions

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New page: ''written by Fidcal'' To improve performance on some low-end systems, Dark Mod textures can simulate the main ambient light. This feature pre-calculates how much textures should be illumi...
 
Tels (talk | contribs)
m update for v1.03
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''written by Fidcal''
To improve performance on some low-end systems, Dark Mod textures can simulate the main ambient light. This feature pre-calculates how much textures should be illuminated once only instead of continuously. Players can select between three methods, so those with faster machines can use the true ambient light which gives better quality.


To improve performance on some low-end systems, Dark Mod textures can simulate the main ambient light. This feature pre-calculates how much textures should be illuminated once only instead of continuously. Players can select either method so those with faster machines can use the true ambient light which gives better quality.
'''So all textures should include these two stages:'''


'''So all textures should include this stage...'''
<pre>
        // TDM Ambient Method Related
        {
                if (global5 == 1)
                blend add
                map                            textures/darkmod/yourname
                scale                  1, 1
                red                            global2
                green                  global3
                blue                    global4
        }
        {
                if (global5 == 2)
                blend add
                program ambientEnvironment.vfp
                vertexParm              0              1, 1, 1, 1              // UV Scales for Diffuse and Bump
                vertexParm              1              1, 1, 1, 1      // (X,Y) UV Scale for specular
                vertexParm              2              global2, global3, global4, 1


// TDM Ambient Method Related
                fragmentMap            0              cubeMap env/gen1
  {
                fragmentMap            1              textures/darkmod/yourname_local                  // Bump
    blend add
                fragmentMap            2              textures/darkmod/yourname                        // Diffuse
    map <mappath/name>
                fragmentMap            3              _black                  // Specular
    red global2
        }
    green global3
</pre>
    blue global4
  }


[[Category:Textures]]
[[Category:Textures]]

Revision as of 06:08, 26 November 2010

To improve performance on some low-end systems, Dark Mod textures can simulate the main ambient light. This feature pre-calculates how much textures should be illuminated once only instead of continuously. Players can select between three methods, so those with faster machines can use the true ambient light which gives better quality.

So all textures should include these two stages:

        // TDM Ambient Method Related
        {
                if (global5 == 1)
                blend add
                map                             textures/darkmod/yourname
                scale                   1, 1
                red                             global2
                green                   global3
                blue                    global4
        }
        {
                if (global5 == 2)
                blend add
                program ambientEnvironment.vfp
                vertexParm              0               1, 1, 1, 1              // UV Scales for Diffuse and Bump
                vertexParm              1               1, 1, 1, 1      // (X,Y) UV Scale for specular
                vertexParm              2               global2, global3, global4, 1

                fragmentMap             0               cubeMap env/gen1
                fragmentMap             1               textures/darkmod/yourname_local                  // Bump
                fragmentMap             2               textures/darkmod/yourname                        // Diffuse
                fragmentMap             3               _black                  // Specular
        }