Author Topic: Blinn-Phong shading in FSO?  (Read 5259 times)

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Offline Woolie Wool

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Blinn-Phong shading in FSO?
http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model

Would it be feasible to use a more sophisticated shading model in FreeSpace? Gouraud shading was perfectly adequate in FS retail, but I find that it often leads to odd results with specular lighting. Would this require an entirely different lighting  system or could we drop the Blinn-Phong model in place of Gouraud?
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

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Offline taylor

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Re: Blinn-Phong shading in FSO?
From the second sentence of the linked article:

Quote
Blinn-Phong is the default shading model used in OpenGL and Direct3D's fixed-function pipeline.

 

Offline Woolie Wool

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Re: Blinn-Phong shading in FSO?
The behavior of the specular highlights on the borders of polygons reminds me strongly of Gouraud shading for some reason. Is this just because many models are so low-poly that a good-looking highlight is impossible?
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 

Offline taylor

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Re: Blinn-Phong shading in FSO?
Pretty much.  And some models just have issues anyway that work to hinder lighting quality.  But there is also the issue that the default specular exponent is not what I personally prefer, but what other people wanted since it better matched the D3D code effect wise.  You can play around with that using the -ogl_spec cmdline option, which may help improve the specular highlight effects for you (to some extent anyway).

 

Offline wolf

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Re: Blinn-Phong shading in FSO?
The behavior of the specular highlights on the borders of polygons reminds me strongly of Gouraud shading for some reason. Is this just because many models are so low-poly that a good-looking highlight is impossible?
That's because of per-vertex lighting. What you want is per-pixel lighting, and it's being used in glsl builds. For the main light only, though.

 

Offline Woolie Wool

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Re: Blinn-Phong shading in FSO?
Which builds are those? Unstable branch?
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 

Offline taylor

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Re: Blinn-Phong shading in FSO?
Which builds are those? Unstable branch?
My Xt builds, the ones with normal mapping support.

 
Re: Blinn-Phong shading in FSO?
Looking at the Wiki, I've never thought there are so many maths behind shadering.
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Offline Koth

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Re: Blinn-Phong shading in FSO?
Computer graphics are nothing more than visualized math.
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Offline Flipside

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Re: Blinn-Phong shading in FSO?
I read that as Bling shading, thought it must some kind of really heavy environment mapping shader or the like :nervous:

 
Re: Blinn-Phong shading in FSO?
Phlame me if you wantm but I don't view a real difference between the three pics. A more obvious/larger example, maybe?
And this ain't no ****. But don't quote me for that one. - Mika

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Offline Turambar

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Re: Blinn-Phong shading in FSO?
the difference was in the highlights and they way they look in comparison with each other.

compare that to the standard fs2 shading method and you'll see a real difference.
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Offline Woolie Wool

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Re: Blinn-Phong shading in FSO?
http://en.wikipedia.org/wiki/Gouraud_shading <--This is the standard FS2 method. Compare it with the above examples.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 

Offline blackhole

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Re: Blinn-Phong shading in FSO?

 

Offline Woolie Wool

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Re: Blinn-Phong shading in FSO?
I'm using the XT build on a GeForce 8800 and mine doesn't look that good...is there a newer XT build than 10/28?
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 
Re: Blinn-Phong shading in FSO?
http://en.wikipedia.org/wiki/Gouraud_shading <--This is the standard FS2 method. Compare it with the above examples.

That was published in 1971?

Did they use like 10 University Mainframes to calculate that for a sphere?  :wtf:?
And this ain't no ****. But don't quote me for that one. - Mika

I shall rrreach worrrld domination!

 

Offline Woolie Wool

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Re: Blinn-Phong shading in FSO?
Full-on Phong shading (not Blinn-Phong) was invented in 1973, and it wasn't feasible for computer games until very recently. A lot of stuff is developed for CGI rendering and trickles down to games.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 
Re: Blinn-Phong shading in FSO?
Back in 1973, I don't think they had CGI already.
And this ain't no ****. But don't quote me for that one. - Mika

I shall rrreach worrrld domination!

 

Offline Nuke

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Re: Blinn-Phong shading in FSO?
phong did do a computer rendering of a vw beetle back in 'the 70s i think. with their computing power it probibly took a few months to render.
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Re: Blinn-Phong shading in FSO?
And how did he model it  :wtf:?
And this ain't no ****. But don't quote me for that one. - Mika

I shall rrreach worrrld domination!