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Torque has 2 types of shader engines?

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Maxx_:

Okie dokie, glass's posts have been cleared, lets get back on topic.

--- Quote from: Marcem on March 03, 2013, 02:53:21 AM ---It's not that, interiors used a different form of shading than everything.  Torque knew they weren't going anywhere, so it would make baked shadows that took a while to render, but looked nice (for the time).  Looks like MBG uses the old shadowing system Blockland did back in beta 0002.

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Yes but how could they have been alot like, sharper and smoother? Could torque have used a different shading engine?

DYLANzzz:


--- Quote from: Maxx_ on March 03, 2013, 03:05:23 AM ---Okie dokie, glass's posts have been cleared, lets get back on topic.Yes but how could they have been alot like, sharper and smoother? Could torque have used a different shading engine?

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I assume it was tweaked to improve the quality. When you lit a scene in blockland with the editor, it was pretty fast (compared to lighting a map like in a Valve Source game). They probably upped the quality somewhere in the engine, increase the amount of rays fired/lightmap resolution/whatever

Marcem:


--- Quote from: DYLANzzz on March 03, 2013, 04:01:43 AM ---I assume it was tweaked to improve the quality. When you lit a scene in blockland with the editor, it was pretty fast (compared to lighting a map like in a Valve Source game). They probably upped the quality somewhere in the engine, increase the amount of rays fired/lightmap resolution/whatever

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The lightmap resolution was probably increased somewhere along the line, but it's also not as complicated as valve's lighting compiler.  Valve's also computes radiosity for usually way more lights than a Blockland interior also, you usually have to wait for visibility calculations for Source maps.

Chrono:


--- Quote from: DYLANzzz on March 03, 2013, 04:01:43 AM ---When you lit a scene in blockland with the editor, it was pretty fast

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Then you do this every frame...

Whoops.

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