- This blog represents my rambling about the directions I am considering for X-Plane's rendering engine.
- This blog is not a promise or commitment of any kind to deliver any particular feature.
- If I say I am looking at doing feature X, and feature X does not materialize, either in the near or far future, or, like, ever, consider this to be one big fat "I told you so."
I don't know what other set of features we'll get with per-pixel lighting, but I am reviewing normal maps, specular maps, and the material attributes. Per pixel lighting will mean smooth, round, shiny looking surfaces without using a huge number of triangles.
Now there are two sets of hardware that will not be able to support per-pixel lighting:
- Cards without pixel shaders. (GeForce 2,3,4, Radeon 7000-9200.) You might know your card does not have pixel shaders because the pixel shader check box is not available in the rendering settings.
- Cards with first generation shaders. (This is the GeForce FX series and the Radeon 9500-9800 and X300-X600.) These cards can actually perform per-pixel lighting, but they are so slow that per-pixel lighting will bring them below minimum frame-rate.