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引擎剖析2(国外英文资料)
引擎剖析2(国外英文资料)
Game engine analysis (2)
(add date: 2004-3-24)
[in the article] [in this article] [in this article] [in this article]
-
Jake Simpson
Translator: to the sea
Email:GameWorldChina@
Part 2: light and texture of 3D environment
The lights of the world
In the transformation process, usually in the coordinate space called observation space, we encounter one of the most important operations: illumination. Its a kind of thing that you dont care about when its working, but when it doesnt work, youre very concerned about it. There are many different ways to light, from simple to calculate polygon for toward the light, and based on the direction and distance of lights to polygon and light color percentage value, has been to produce basic texture edge smooth light texture overlay. And some apis actually provide pre-built lighting. For example, OpenGL provides every polygon, every vertex, and light in pixels.
In vertex lighting, how much you want to determine a vertex is a polygon to share, to share the all the polygon vertex method and calculated the mean vector (called normal vector), and the vector vertex. Each of a given polygon vertices have different normal vector, so you need to ramp or interpolation polygon vertex lighting color in order to get a smooth light effect. You dont need to look at each individual polygon in this type of light. The advantage of this approach is that you can often use hardware conversion and light (T L) to help with rapid completion. The downside is that it cant cast shadows. For example, even if the light is on the right side of the model, the left arm should be from the shadow of the projection by the body, but in fact model arms are in the same way by lighting.
These simple methods use coloring to achieve their goals. When you draw a polygon with flat light, you let the render (draw) engine place the entire polygon in a specified color. This is called flat shading. (in this method, polygon are corresponding to a light intensity,
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