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Feature #1625

Feature #7: Next-gen renderer (codename "Gloom")

Per-pixel surface shading (bump/specular/reflection etc. mapping)

Added by skyjake about 7 years ago. Updated over 4 years ago.

Status:
Progressed
Priority:
Urgent
Assignee:
Deng Team
Category:
Redesign
Target version:
Start date:
2013-10-22
% Done:

20%


Description

Bump/Specular/Enviroment/Reflection/Procedural mapping for models/walls/flats.

Would greatly enhance the look of Doomsday.


Related issues

Related to Feature #1623: ShadersProgressed2013-03-01

Related to Feature #1275: Lightmap decorations on surfaces (emission mapping)Closed2003-09-04

Related to Feature #1483: Shine maps and mask (greyscale or palleted)Closed2009-02-09

Related to Bug #208: Shiny texture mapping on models with shiny reaction < 1Closed2005-01-20

Has duplicate Feature #1226: BumpmappingClosed2003-07-06

Copied from Feature #1199: Shaders, Texture Maps + other ver.2 features.Closed2003-06-18

History

#1 Updated by skyjake about 7 years ago

  • Subject changed from Bump/specular/reflection etc. mapping for materials to Bump/specular/reflection etc. mapping

#2 Updated by skyjake over 6 years ago

  • Status changed from New to In Progress

#3 Updated by skyjake almost 6 years ago

  • % Done changed from 0 to 20

#4 Updated by skyjake almost 6 years ago

The new model renderer (#8) supports this via shaders. Local light vectors are provided to the model for determining per-pixel lighting.

The situation is trickier with world surfaces, as it will require redoing the lower (GL facing) parts of the renderer completely — this is in the plans, though.

#5 Updated by skyjake almost 6 years ago

  • Subject changed from Bump/specular/reflection etc. mapping to Per-pixel surface shading (bump/specular/reflection etc. mapping)

#6 Updated by skyjake over 4 years ago

  • Target version set to Rendering

#7 Updated by skyjake over 4 years ago

  • Status changed from In Progress to Progressed

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