Zaldron
Sex Cauldron

Posts: 9702
Registered: 08-00 |
Katarhyne.
I don't think id will use Enviromental Bump Mapping in this game, since they can archieve better effects using Pixel Shaders and DOT3.
Vertex shaders will be used for 2 reasons. They give you hardware accelerated functions specifically designed to distort meshes, wich is the key concept while animating models. Walking, running, shooting, waving arms, talking and head turning will be now calculated in the video card, freeing your CPU. Besides, Vertex Shaders give you the same advantages that T&L (thank God, cause it doesn't work while VS are running). DOOM just needs the "T" part of T&L, since gourad shading (commonly called vertex shading) has been ditched. The transform routines to precalculate the world are much needed because of a matter of polycounts.
Pixel shaders are on too. Just take a look at the video. The traditional lightmapping and vertex shading has been replaced with "true" lighting systems. In order to adjust the brightness of every visible point of the world (the pixels in your screen), pixel shaders are called to process the lights distance/occlusion over every surface.
DOT3's used to enhance the looks of every texture in the world. Skins and world textures are joined with a special grayscale image that represents the respective heightmap.
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