Sunday, April 01, 2007
To allow ZEQ2 more flexability in lighting conditions, zoom details, and LOD (Level of Detail) situations, all textures in the project have simply cease to exist. Texture alternatives are still available for lower-end systems that cannot support the "Image Depth Outline" technique, but overall the choice for a texture free design has allowed many issues of the past to be sorted. By using standard material colors for shading, the camera may zoom any amount on any portion of the character without any blur or pixelation occuring. Additionally, since there are no textures to interfere with coloration conflicts with light, full global lighting becomes possible as the materials for areas can inherit light colors very easily. To compensate for the increased triangle/polygon count of characters and scenes, an ellaborate automatic LOD system is in place to lower the particular sub-mesh's model quality without notice depending on visibility and range. This allows even VERY high polygon scenes to be shown in seemingly full detail on even an older system without strife.
[*] 1st Revision of Technique.
[*] Stylistic "Noise Depth-Outlines" shown in images. Breaking or overbearingly sharp lines are caused by this style and subject to possible future alteration.
[*] Demonstrates previous technique/details while zoomed in at high resolution versus new method.
[*] Improved LOD Capabality.
[*] Light Inheritence Support.
[*] Infinite Zoom Details.
[*] Zero texture usage.
[*] No texture memory/disk overhead.
[*] Improved Smoothness.
[*] Outline styles subject to change.