Quote:

smooth clean model lighting by the light not by the sun




My models are highlighted by dynamic lights..not the sun, though I use it in certain dramatic lighting situations and would so no matter what engine I used. I use the floor's brightness to determine the overall ambient of the model. If it's good enough for Final Fantasy X and most every other game out there, it's good enough for me. In fact, if you are using a combination of static and dynamic lights(and not using per pixel shader lights), then it is really the only way to get satisfactory shading on anything in 3DGS.

None of this requires shaders, so I'm not really sure why you're carrying on about them. I didn't even mention shaders in regards to the subject matter. The shaders mentioned in it are in reference to next generation shadercentric engines like Unreal 3 and Doom III.

Quote:

no ugly dark black stencil point in wrong direction of the sun




I don't even know what this means. Stencils always point in the opposite direction of the sun or dynamic lights with their cast flag set. What's hilarious is that the shadow doesn't match the highlight in that picture you posted.


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