Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Flipside on September 10, 2006, 04:22:16 pm
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Just wanted to make sure I was up to speed on this, from what I'm seeing at the moment, Freespace 2 does its lighting per polygon rather than per pixel, so large flat surfaces can often be seen as two distinct triangles, this seems to actually get worse if smoothing groups are used on surfaces that don't need them (too curved or too flat, I tend to find 5-15' is the best).
Am I right in this assumption, and are will adding the Shader effects in later versions help to nullify this problem? I'm just saying this to make sure that Lightwave isn't doing strange things to the normals of my models, I've heard of that problem before and am just trying to get things looking as good as possible ;)
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Sorry for the double post, think I've found part of the problem, 3D Explorer makes every material smooth, I'm going to have to figure out how to fix that in Truespace :/
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it's per vertex.
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Yup, part of the problem was where you had large flat surfaces, and TS or 3D Exploration was applying smoothing, sometimes it would try to smooth the seam between 2 large flat polygons, creating a very odd effect where you could see very different lighting on the two triangles, and 90' angles would just look terrible