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Subject: Vertex Colours

Subject: Vertex Colours

2004-02-23       - By NoiseCrime

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Reply:     1     2     3     4     5     6     7     8     9  


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
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<DIV><FONT face=Arial size=2></FONT>&nbsp;</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&nbsp;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>&nbsp;</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>&nbsp;</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>&nbsp;</DIV>
<DIV><FONT face=Arial size=2></FONT><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>Noisecrime 2004</FONT></DIV></BODY></HTML>

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