Subject: Vertex Colours 2004-02-23 - By NoiseCrime
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I'm afraid i'm highly disapointed with vertex colouring. The demo that Thomas refers to was to test if using vertex colours to imitate lighting for say explosions would work. Saldy the results were pretty bad. As Barry has pointed out you need a directional light in the scene before vertex colours will even show up. Then I have the vague memory of something being messed up on the mac as all my vertex colours came out wrong like the R and B values had been swapped. the final insult was discovering that using actual lights was far faster, even when doing silly numbers like 100. Naturaly performance suffered with this many, but not as badly as the lingo vertex colour code I had at that time. Having said that it was written some time ago, so i'm pretty sure it could be optimised, but ultimately vertex colouring is rarely worth it.
As to doing radiosity, its certainly been tried/done, but you need heavily tesselated surfaces to approach anything like the detail a lightmap would provide. Vertex colouring has been used for lighting on PS2, but it can shift several times the number of polygons that director can and so you'll proberbly find the environments that use this have high polygon counts.
However there is nothing stopping the original poster from trying, it should work, just whether the results will be any good.
Noisecrime 2004 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=Content-Type content="text/html; charset=iso-8859 (See http://iso-8859.ora-code.com)-1"> <META content="MSHTML 6.00.2800.1400" name=GENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=#ffffff> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>I'm afraid i'm highly disapointed with vertex colouring. The demo that Thomas refers to was to test if using vertex colours to imitate lighting for say explosions would work. Saldy the results were pretty bad. As Barry has pointed out you need a directional light in the scene before vertex colours will even show up. Then I have the vague memory of something being messed up on the mac as all my vertex colours came out wrong like the R and B values had been swapped. the final insult was discovering that using actual lights was far faster, even when doing silly numbers like 100. Naturaly performance suffered with this many, but not as badly as the lingo vertex colour code I had at that time. </FONT><FONT face=Arial size=2>Having said that it was written some time ago, so i'm pretty sure it could be optimised, but ultimately vertex colouring is rarely worth it.</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>As to doing radiosity, its certainly been tried/done, but you need heavily tesselated surfaces to approach anything like the detail a lightmap would provide. Vertex colouring has been used for lighting on PS2, but it can shift several times the number of polygons that director can and so you'll proberbly find the environments that use this have high polygon counts.</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>However there is nothing stopping the original poster from trying, it should work, just whether the results will be any good.</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2></FONT><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>Noisecrime 2004</FONT></DIV></BODY></HTML>
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