Talk:Portal 2

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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)
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)
Very odd. Every screen that's been released (and which includes direct lighting) clearly has shadow mapping. Perhaps the entities are generated during the compile process? Or maybe the Xbox couldn't take the strain and had to be cut back? There's no way it's all done by hand. --TomEdwards 11:04, 16 April 2011 (UTC)