Vertex lighting - isgallagher/DpOmnicide GitHub Wiki
File:Lightmap_vs_vertexlight.jpg Vertex-based lighting is technique to sample light at surface vertices and apply [http://en.wikipedia.org/wiki/Gouraud_shading Gouraud shading] during rendering.
Vertex lighting is most simple and fast lighting, it is used to store only low frequency data and will look bad at complex objects.
In Darkplaces engine, vertex lighting are part of map static lighting and being calculated each time map is compiled.
== Usage of vertex lighting == {| cellspacing=0 cellpadding=2 width=500 | width:50% align=right | Small objects: | width:50% | OK |- | align=right | Foliage (grass, mushrooms etc.): | OK |- | align=right | BModel: |Use with care, artifacts may occur |- | align=right | Whole map: | lots of artifacts |- | align=right | Terrain: | lack of shadows |- | align=right | Radiant/Glossary: | not applicable |}
== Console variables == {{cvar|mod_q3bsp_nolightmaps|do not load lightmaps in Q3BSP maps, saves some memory but looks ugly}}
==See also==
Category:Darkplaces engine Category:Glossary Category:Lighting {{finished}} NOTOC