With shaders, a lot of these calculations can now be offloaded to the GPU, which allows for many more effects to be done in real-time. Lightmaps can give a very nice result and can sometimes give even better results than shaders alone as expensive light calculations can be precomputed, but the downside is that they take up a lot of memory and doing dynamic lighting with them is limited to simple calculations. Many famous old games such as the original Half Life were developed before the time of shaders and featured mainly static lighting, with some tricks for simulating dynamic lighting using either per-vertex (otherwise known as Gouraud shading) lights or other techniques, such as dynamic lightmaps. Per-pixel lighting is a relatively new phenomenon in gaming with the advent of the use of shaders. Android Lesson Two: Ambient and Diffuse Lighting.Here are the previous lessons in the series: This lesson is an extension of lesson two, so please be sure to review that lesson before continuing on. Assumptions and prerequisitesĮach lesson in this series builds on the lesson before it.
We will be able to see the difference, even when using standard diffuse lighting with simple cubes. Welcome to the the third tutorial for Android! In this lesson, we’re going to take everything we learned in lesson two and learn how to apply the same lighting technique on a per-pixel basis. Per fragment lighting At the corner of a square.