![]() So to capitalize on this, we decided to draw a highly tesselated lit sphere (roughly one triangle per pixel) from the point of view of the light each frame and sample that as an environment map. The hardware also supported spherical environment maps, which is really just using the view-space normals as texture coordinates. But we came up with a somewhat unique solution that allowed almost per-pixel lighting on the hardware at the cost of some flexibility. The Wii supported per-vertex hardware lighting, which was pretty common at the time. I'm not talking about supporting lightmaps for the first time on the platform, but more allowing us to more effectively utilize the hardware. For FIFA 10 on the Wii we rebuilt the rendering engine from the ground up and it enabled us to do some kind of interesting things.
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