Bump Mapping + Per pixel lighting
made on an AthlonXP with a Geforce2MX
Those pictures have been rendered (that is, computed) by my 3D OpenGL engine. All the materials used to get those results (textures, scenes...) are the property of Id-Software.
A future FPS made with Quake III models and levels
Quake III + shity Soft shadows
Quake III + Hard shadows
Carmack's reverse shadow volume trick in action. Lacks soft shadows and Cass's anti-popping.
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Self shadowing |
Inside shadow volume |
Inside shadow volume the shadow on the left comes from... the triangles of a light spot =-| |
Quake III maps
I still have a few minor graphic bugs, due to the fact that many Q3shaders do not handle lighting in their first pass.
Quake I maps
Bugs on Quake III maps
the lightmap has been used instead of the bumpmap