![]() It is always present at same intensity all over the scene and its value is done by overcast setting) ARMA engine has just one light source of directional light - sun or moon.) D is calculated as max(L.N,0)*sunLightColor - where L is light direction, N is surface direction (normal)Ī = ambient lighting (color and intensity. O = direction of light (1= pixel is lit, 0= pixel is in shadow) S = specular (setting of material glossiness and specularity) Simple materials count lighting per vertex by interpolating light direction between face edges (normals). ![]() It is similar to well known Gouraud shading model. More complex materials use per pixel normal orientation. Values for shading calculations are combined from textures, effect bitmaps, engine light settings (config) and material settings (*.rvmat). Shadows are calculated in ARMA engine two types, depending on values in Video options and each model setting. Stencil buffer shadows are sharp and they are added after the whole scene has been drawn. ![]()
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