I guess I could ask LordHavoc to explain screen space ambient occlusion, per light lightmaps versus per object lightmaps, and how normal mapping works and just copy and paste them each as their own thread =)
I think a large factor is that Inside3D isn't really known as relating to graphics development, but more to QC, and some talk about other engine coding.
scar3crow wrote:I guess I could ask LordHavoc to explain screen space ambient occlusion, per light lightmaps versus per object lightmaps, and how normal mapping works and just copy and paste them each as their own thread =)
Hell, we go to #qc and #darkplaces for that.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.