Title: Specular envmapping Post by: revanic on October 08, 2014, 08:53:27 PM This is a cross between raven's light direction envmap code and q3's default spheremap for models. Makes sure the model used actually has a light direction aswell. This allows models' envmaps to be modified by BOTH lightdirection AND viewpoint, creating a very nice specular effect. I find it to be better than raven's simple implementation, but then again I may be biased. :P
Should be easy to figure out where this goes in the code. Code: if(backEnd.currentEntity && backEnd.currentEntity->e.hModel Title: Re: Specular envmapping Post by: fromhell on October 08, 2014, 09:31:58 PM I actually have something similar implemented for an experimental celshading environmentmap (no relation to the other celshade stuff in the engine backported from zeq2)
Title: Re: Specular envmapping Post by: revanic on October 08, 2014, 09:42:23 PM Really? I thought you weren't going to do celshading? Unless it's mostly a test type thing.
Title: Re: Specular envmapping Post by: fromhell on October 08, 2014, 10:03:07 PM It was kind of a test type thing.
r_anime would activate it, and try to load shaders prefixed _cel after any shader for an available 'cel' version, and this cel shader would have multiple stages involving tcGen celshading or so. Title: Re: Specular envmapping Post by: revanic on November 09, 2014, 12:41:34 PM I found the code you were talking about in github and i found something:
Code: (directedLight[0] + directedLight[1] + directedLight[2] / 3); |