Viper II-ről minden!
  • Dikkma
    #667
    Technical details
    The room has two texture layers everywhere, one color map and a multiplicative lightmap.
    All characters have a single texture layer.
    The dynamic shadows are done by rendering into textures.
    If rendering to textures is not supported by hardware, shadows are rendered with the CPU.
    Transformation of the dynamic shadow polygons is done using a vertex shader.
    The reflection in the floor is done by rendering everything upside down.