In this tutorial we're going to discuss concepts and technical stuff about lighting. Unlike newer games, OA has a static lightmap. Shadows aren't cast in real time; they are pre-calculated during the compile of the level. This lightmap is rendered onto the textures you apply to your geometry, so in a way, all textures in Q3 are blended shaders. Real time or dynamic lighting isn't also possible in OA, but Q3map2 give us the option of 'faking' dynamic lighting through shader trickery.
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