Future lighting implementation queries

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Nash
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Future lighting implementation queries

Post by Nash »

Hey Graf, I was wondering what plans do you have down the road as far as lighting in GZDoom goes.

1) Map lightmaps? Maybe have the WAD run through some special tool that generates the lightmaps based on the position of light things in the map or something?

2) Per pixel or vertex lighting for the models?

3) *shudder* real-time shadows? :P

I'd like to at least see lightmaps because dynamic lights do seem to drop the FPS a lot when used extensively...

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