nggalai
2004-08-10, 15:46:04
Guckst Du hier:
http://www.beyond3d.com/interviews/carmack04/
Q: Now, without taking anything away from that guy for experimentations, something must be up because:
1) I can't believe you didn't think of this :) ; and
2) You couldn't do that because it (probably) affects some other stuff (specific lookup tables, for instance)
Any comments on what might be actually happening?
A: The ARB2 path uses a lookup that exactly matches the bias / square calculations used by the NV10 / NV20 / R200 paths so the surfaces look the same in the different rendering modes.
Q: Does that mean you're using different lookups for different materials? What exponent exactly are you trying to approximate?
The specular function in Doom isn't a power function, it is a series of clamped biases and squares that looks something like a power function, which is all that could be done on earlier hardware without fragment programs. Because all the artwork and levels had been done with that particular function, we thought it best to mimic it exactly when we got fragment program capable hardware. If I had known how much longer Doom was going to take to ship from that time, I might have considered differently.
93,
-Sascha.rb
http://www.beyond3d.com/interviews/carmack04/
Q: Now, without taking anything away from that guy for experimentations, something must be up because:
1) I can't believe you didn't think of this :) ; and
2) You couldn't do that because it (probably) affects some other stuff (specific lookup tables, for instance)
Any comments on what might be actually happening?
A: The ARB2 path uses a lookup that exactly matches the bias / square calculations used by the NV10 / NV20 / R200 paths so the surfaces look the same in the different rendering modes.
Q: Does that mean you're using different lookups for different materials? What exponent exactly are you trying to approximate?
The specular function in Doom isn't a power function, it is a series of clamped biases and squares that looks something like a power function, which is all that could be done on earlier hardware without fragment programs. Because all the artwork and levels had been done with that particular function, we thought it best to mimic it exactly when we got fragment program capable hardware. If I had known how much longer Doom was going to take to ship from that time, I might have considered differently.
93,
-Sascha.rb