I would think that wouldn’t give either good performance or the kind of
quality images people are reporting.
Linear textures, use gluOrtho2D as your projection matrix… sure! That’d
work fine. You could go a few steps further and hork up a little bump
mapping… I dunno, that might be the best bet. Sam, if you get Diablo II’s
source, please fill us in on the mystery!
This is precisely the kind of notion I don’t support. You can run OpenGL
in software mode, and it’s not fast. Put it this way: if they’re not
using it for truly 3d data (which is what I’m guessing), does OpenGL
really accelerate anything? Blending, and they could do a little voodoo
to use some built in opengl fog, but other than that, would it be useful
for anything else?
I’m guessing that they’re encapsulating their GL code so you have a GL based
version and a non-GL based version. And you could use GL to do blending,
fog, lighting I suppose, bump-mapping, shadows… The 3Dfx features list is,
as follows, “improved transparency effects, colored lighting, smoother
shadowing and transitions between various areas, atmospheric effects, and a
faster frame rate…”
To tell you the truth, I was semi under the impression that Diablo II was
3D, or that at least chunks of it were (actors/objects). I’m just gonna take
a quick gander at the Diablo II screenshot of the week… nah, that’s 2D
alright. I’m sure there must be SOME advantage…
HAH! Hang on! What if you were to build two copies of each world… one 2D
raytraced image, and one 3D version, simplified? Use the 3D version for
light/shadow calculations, and map those results on top of the 2D version!
That might be interesting to see in practice. Now, if you were to do things
the Q3A/Carmack way, where you built in lightmap, bumpmap, and specular
texturing on top of the world, if you slashed your world down to maybe
150-200 polygons/screen, you could do it quickly! (Relatively speaking) This
might explain some of the features… atmospheric effects, colored lighting,
Now, let’s assume that the software mode doesn’t do this. We just take the
2D version, and light things the old boring way. Hence, if you have
hardware, you get a world that has beauty and grace, and if you don’t have
the hardware, you get old style quality.
So, we’ve covered a little of “why”. Now how about “how”?
I suspect maybe I’m on the right track, although it’d take some fearsome
software. If nobody’s done this, it’d sure as hell be worth a shot.
Nicholas Vining “While you’re out there struggling
vining at pacificcoast.net with your computer, I’m naked,
icq: 20872003 clueless, and feeling good!”
----- Original Message -----
From: firstname.lastname@example.org (Bret McMillan)
To: sdl at lokigames.com
Date: Thursday, February 03, 2000 5:50 PM
Subject: Re: [SDL] Diablo II on linux and SDL stuff…