Christoph Fuenfzig wrote:

Hi,

Marcus Lindblom wrote:


And since it seems that per-pixel-lighting for the terrain node is implemented via GLSL (which isn't strictly necessary, but a lot easier than doing something that looks good and still works on GF4-class hardware), you'll simply have to do without the fancy graphics.

What do you propose as a general solution including GF4-class hardware?

I'm not sure a general solution is worth the hassle, since you have to program very close to the hardware (using nv_texture_shader & nv_register_combiner for nvidia, and ati-specifics for their equivalent cards, etc) in order to get good results on hardware with powerful but fixed fragment processing.

Second, much depends on how general the solution should be. If you want to be very specific (fixed set of textures/lightmaps, one directional light, no specular, etc.), then you can probably get away with something that looks ok and suits those who want something that works and looks better than plain per-vertex lighting (It will not work on general GLSL-hardware though, since those specific extensions are being phased out in favor of more powerful general processing). If you want to do something general, you'll run into problems or ugliness pretty fast.

Third, the price of a new gfx-card that supports programmable fragment shading is not that high, and the effort required to try to fit a good lighting model to old-hardware is IMHO probably better spent elsewhere. Such efforts makes more sense for games, since they have to look good on many computers/cards and can also be very specific about their lighting model.

Naturally, this depends on the amount of guys out there with a genuine requirement for per-pixel lighting, terrain and old hardware.

Best regards,
/Marcus


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