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Re: light on blocks vs. model [Re: Emre] #331167
07/02/10 11:31
07/02/10 11:31
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
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Well shaders are actually a good way to improve performence. I mean, even my mobile phone emulates the fixed function pipeline using shaders. And while this emulation uses quite optimized shaders, it needs some extra time compared to the same and especially to simpler shaders applied directly by the user.
This is an aspect people tend to not believe, but thats just how it is on current and even a bit older graphics hardware.

The other advantage is of course the added flexibility on influencing the rendering.
The disadvantage is of course, that it is a bit more work.

My videos are actually quite time intensive and not perfect at all, but probably still the best place to start.
Shaders shouldn´t be too hard to understand, if you´ve gota basic understanding of programming, anyways.

Re: light on blocks vs. model [Re: Emre] #331176
07/02/10 12:10
07/02/10 12:10
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
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bart_the_13th  Offline
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Joined: Aug 2008
Posts: 482
By using per pixel diffuse shading means that you'll have to compute the distance between the light source to all the pixel in the level, right? Wont it be slow?
How about using volumetric map in a dds and border it and AddSigned it to level's shadowmap? Hmm... That's give me a hint, I never tried it but I think I will do it to night grin

Re: light on blocks vs. model [Re: bart_the_13th] #331182
07/02/10 12:40
07/02/10 12:40
Joined: May 2005
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Slin Offline
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Slin  Offline
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Quote:

By using per pixel diffuse shading means that you'll have to compute the distance between the light source to all the pixel in the level, right? Wont it be slow?

It is slower than per vertex of course, but graphic chips are designed to do such calculations fast as hell. This only gets a bottle neck on modern hardware, if the calculations get very complex.

Just a simple example:
It takes many seconds to calculate the mandelbrot set on my cpu, even at kinda low resolutions. My gpu is able to do it with more than 60fps at 1024*1024 with a number of iterations, the floating point precision isn´t enough anymore.
It is probably more than a million times faster in that case.

Last edited by Slin; 07/02/10 12:45.
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