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#1 |
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Registered User
Join Date: Oct. 26th, 2003
Posts: 4
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Hardware shaders
Hi! does anybody know how to implement pixel and vertex shaders, bumpmapping etc...in UE2Runtime ?
Are these features new or were they already supported by UT2003 ? Thanks! |
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#2 |
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Registered User
Join Date: Mar. 18th, 2002
Posts: 143
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These features are not supported. It's conceivable with the headers you could hook into the renderer or something, but it would likely be a significant amount of work.
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#3 |
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Yes. Vertex shaders are somewhat present in UT2003, as you can blend several materials together. However pixel shaders, bump mapping and other advanced graphical techniques (And also the ever popular polybump mapping) are not present in the Unreal engine, well at least at this moment.
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#4 | |
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Registered User
Join Date: Oct. 16th, 2003
Location: Seattle, WA
Posts: 5
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Quote:
-Don |
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#5 |
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Oh ok. I better look up what vertex shading is then... thanks for the heads up.
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#6 |
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I think Epic decided to cut off that kind of hardware features because they wanted to keep the engine 3dfx compatible and with the highest framerate possible with non top graphic cards.
I wished that UT2003 could use the Rad lightning system used in MAx Payne, damn... UT would look ten times better with that kind of lightning engine.
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#7 | |
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Registered User
Join Date: Aug. 24th, 2003
Posts: 59
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Quote:
Secondly, Max Payne's much-touted "radiosity" lighting system only applies to precalculated level lightmaps - something that the map lighting compile tools for Half-Life and Quake3 have too. It's really not that special, and it does not have *any* effect whatsoever on the appearance of dynamic actors, ie characters, decoration meshes etc. I'm sick of hearing about this as some kind of innovation, when even Quake2 has a radiosity lighting utility now. Last edited by oneirotekt; 6th Nov 2003 at 09:08 AM. |
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#8 |
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Radiosity? Cool, that's the pseudonym I use for mapping
Didn't realise it was a 'real' word lol
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#9 |
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Real-Time Radiosity does NOT exist for games. It exists currently only as a graphical research program. The top of the line cards at the moment can only render less than 1 FPS for a true radiosity program at a res of 256 X 256.
oneirotekt is very correct. Radiosity can be done for games if it is all precalculated, and that's because it is dynamic at the start and then it becomes a static shadowmap for the map. Heck, even UnrealEd would be able to do it if they really wanted to. Real time Radiosity and Photon light mapping will never happen unless hardware companies such as nVidia and ATi will build in hardware support for them. |
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