enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. id Tech 3 - Wikipedia

    en.wikipedia.org/wiki/Id_Tech_3

    Each layer contains a texture, a "blend mode" that determines how to superimpose it over the previous layer, and texture orientation modes such as environment mapping, scrolling, and rotation. These features can readily be seen within the game, with many bright and active surfaces in each map and even on character models.

  3. id Tech 6 - Wikipedia

    en.wikipedia.org/wiki/Id_Tech_6

    The goal of the engine would be to virtualize geometry the same way that id Tech 5 virtualized textures. [5] [6] This would be a change from past engines which for the most part use mesh-based systems. However, he also explained during QuakeCon 08, that the hardware that would be capable of id Tech 6 did not yet exist at the time. [7]

  4. id Tech 5 - Wikipedia

    en.wikipedia.org/wiki/Id_Tech_5

    The initial demonstration of the engine featured 20 GB of texture data (using a more advanced MegaTexture approach called Virtual Texturing, [2] which supports textures with resolutions up to 128,000 × 128,000 pixels), and a completely dynamic and changeable world. This technique allows the engine to automatically stream textures into memory ...

  5. Wavefront .obj file - Wikipedia

    en.wikipedia.org/wiki/Wavefront_.obj_file

    Optionally, texture coordinate indices can be used to specify texture coordinates when defining a face. To add a texture coordinate index to a vertex index when defining a face, one must put a slash immediately after the vertex index and then put the texture coordinate index. No spaces are permitted before or after the slash.

  6. Quake engine - Wikipedia

    en.wikipedia.org/wiki/Quake_engine

    DarkPlaces – A significantly modified engine used in several standalone games and Quake mods. [9] [10] Although the last stable release was on May 13, 2014, it has received numerous updates through its SVN repository since then. [11] Its home page was hosted on Icculus.org until 2021, when the engine switched to a Git repository hosted on ...

  7. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    A normal pointing to top right corner of the texture (1,1,0) is mapped to (255,255,128). Hence the top-right corner of an object is usually light yellow. The brightest part of a color map. A normal pointing to right of the texture (1,0,0) is mapped to (255,128,128). Hence the right edge of an object is usually light red.

  8. Gamebryo - Wikipedia

    en.wikipedia.org/wiki/Gamebryo

    Gamebryo (/ ɡ eɪ m. b r iː oʊ /; gaym-BREE-oh; formerly NetImmerse until 2003) is a game engine developed by Gamebase Co., Ltd. and Gamebase USA, that incorporates a set of tools and plugins including run-time libraries, [1] supporting video game developers for numerous cross-platform game titles in a variety of genres, and served as a basis for the Creation Engine.

  9. Bump mapping - Wikipedia

    en.wikipedia.org/wiki/Bump_mapping

    Bump mapping [1] is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface, although the ...