Talk:Portal 2: Difference between revisions
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http://dl.dropbox.com/u/10565588/Pictures/example.png | http://dl.dropbox.com/u/10565588/Pictures/example.png | ||
::::ZombieDawgs; just an FYI, the right one doesn't use a single line of (shader)code related to proj. textures... --[[User:Biohazard 90|Biohazard]] 09:44, 14 April 2011 (UTC) | ::::ZombieDawgs; just an FYI, the right one doesn't use a single line of (shader)code related to proj. textures... --[[User:Biohazard 90|Biohazard]] 09:44, 14 April 2011 (UTC) | ||
:::::This is what I can say so far from a BSP file of the leaked Xbox 360 version: | |||
:::::* Static lightmaps are still widely used (light, light_spot, light_environment and even brushes with blocklight textures) | |||
:::::* Dynamic lighting is realized with multiple [[env_projectedtexture]]s, like in Alien Swarm | |||
:::::--[[User:Barracuda|Barracuda]] 04:15, 16 April 2011 (UTC) |
Revision as of 21:15, 15 April 2011
Global shadowmapping
There's still baked shadowing in a lot of the videos, I'm calling bluff on that. --Legend286 18:19, 13 April 2011 (UTC)
- The videos aren't representative of the game. Look at actual screens and you'll see the shadow maps everywhere. --TomEdwards 18:23, 13 April 2011 (UTC)
- The screenshots look like they're from SFM, and in the gel picture you can clearly see lightmap artifacts.--Legend286 18:27, 13 April 2011 (UTC)
- Allow me to show you that they're merely projectedtextures/prebaked. Both are in source, except one is an official game, the other is a mod.--ZombieDawgs 22:51, 13 April 2011 (UTC)
- The screenshots look like they're from SFM, and in the gel picture you can clearly see lightmap artifacts.--Legend286 18:27, 13 April 2011 (UTC)
http://dl.dropbox.com/u/10565588/Pictures/example.png
- ZombieDawgs; just an FYI, the right one doesn't use a single line of (shader)code related to proj. textures... --Biohazard 09:44, 14 April 2011 (UTC)
- This is what I can say so far from a BSP file of the leaked Xbox 360 version:
- Static lightmaps are still widely used (light, light_spot, light_environment and even brushes with blocklight textures)
- Dynamic lighting is realized with multiple env_projectedtextures, like in Alien Swarm
- --Barracuda 04:15, 16 April 2011 (UTC)
- This is what I can say so far from a BSP file of the leaked Xbox 360 version:
- ZombieDawgs; just an FYI, the right one doesn't use a single line of (shader)code related to proj. textures... --Biohazard 09:44, 14 April 2011 (UTC)