You would see these artifacts on polygon boundaries where the wrong lightmap is being sampled. This is a problem with Quake 1, Quake 2, Quake 3, Daikatana, Sin, Elite Force, Half-Life, Counter-Strike on the X-Box, or any game that uses packed lightmaps with multi-sample anti-aliasing. With current multi-sample implementations of anti-aliasing, you may sample texels outside of the polygon boundary, which may result in sampling light maps from other polygons. Since people seem to be hyperventilating over the anti-aliasing issue, I thought I'd update everyone. Gabe Newell, Valve Software's managing director, now posted more details on the matter: A recent post in the Half-Life 2 forums questioning the possibility of full screen anti aliasing with Half-Life 2, especially on Nvidia GeForce FX graphics cards, has caused many gamer's a headache.
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