Author Topic: Blinn-Phong shading in FSO?  (Read 5213 times)

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Offline blackhole

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Re: Blinn-Phong shading in FSO?
This entire conversation is irrelevant.

Taylor's Xt builds use custom pixel and vertex shaders. That means that none of those methods are used. It doesn't matter what FS2's default shading technique is, because we aren't freaking using it.

Thank you.

 

Offline Cobra

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Re: Blinn-Phong shading in FSO?
Then how the hell did you get that kind of quality in the screenshot? Or is that a doctored picture? :P
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Offline IceFire

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Re: Blinn-Phong shading in FSO?
Then how the hell did you get that kind of quality in the screenshot? Or is that a doctored picture? :P
Umm...thats the latest builds with bump mapping.  Still a work in progress.
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Offline Bobboau

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Re: Blinn-Phong shading in FSO?
And how did he model it  :wtf:?

probably useing mathematical primitives, the older CG software was more oriented around that than polygons. so you'd have a sphere + a box - a come, **** like that, it required a lot less memory and that was the bottle neck back then. if you doubt the competency of 1970s CG watch Tron, the fx for that WAS done on graphics software of the day. it was the bleeding crying edge of it, but it was done on a computer.
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