Thursday, June 3rd, 2010
The environment is mapped using cube mapping. I store all the values of the cubemap as floats. I increase the definition range by multiplying all values bigger than 0.95 with 2. This makes sure that the bright parts of the image are also very bright in the reflections. You can think of this as faking hdr. I do not calculate any lighting, it is all coming from the environment map. To make the animation look a bit more fluid and hide the aliasing I apply some fake motion blur by blending the current frame with the previous one.
You can check out the code to see how it all works. What frame rates are you getting?
Posted by Dion Almaer at 6:47 am