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引擎剖析2(国外英语资料)
引擎剖析2(国外英语资料)
Game engine profiling (two)
(date of accession: 2004-3-24)
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Original author: Jake Simpson
Translator: toward the sea
Email:GameWorldChina@
The second part: the illumination and texture of 3D environment
Lights of the world
In the transformation process, usually in the coordinate space called the observation space, we have encountered one of the most important operations: the light calculation. Its a kind of thing, when it works, you dont pay attention to it, but when it doesnt work, you pay close attention to it. There are many different illumination methods, from simple to calculate polygon lighting direction, and according to the light direction and distance to polygon with percentage of light color, until the light map superimposed basic texture is generated edge smoothing. And some API actually provide pre built lighting methods. For example, OpenGL provides illumination per polygon, vertex, and per pixel.
In the vertex illumination, you determine how many polygons are shared by a vertex and compute the mean (called normal vector) of all the normal vectors of the polygon that share the vertex, and assign the normal vector to the vertex. Each vertex of a given polygon will have different normal vectors, so you need to change the gradient or interpolate the color of the vertices of the polygon to get a smooth illumination. You dont have to look at each individual polygon in this light. The advantage of this approach is that hardware conversion and (T L) can often be used to help achieve rapid completion. The disadvantage is that it does not produce shadows. For example, even if the light is on the right side of the model, the left arm should be in the shadow projected by the body, while the actual arms are illuminated in the same way.
These simple methods use coloring to achieve their goals. When drawing a polygon with
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