Difference between revisions of "Hardware Transformation and Lighting"
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It is the feature in [[FreeSpace Open]] that allows users to use high-polygon models in game. For most users, this also speeds up gameplay by taking much of the load off of the CPU. Thus the slowdown the higher-quality models would normally cause becomes inconspicuous. | It is the feature in [[FreeSpace Open]] that allows users to use high-polygon models in game. For most users, this also speeds up gameplay by taking much of the load off of the CPU. Thus the slowdown the higher-quality models would normally cause becomes inconspicuous. | ||
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+ | See also: [[Graphic Files#DDS|.DDS Files]] | ||
[[Category:Source Code Project]] | [[Category:Source Code Project]] | ||
[[Category:Acronyms]] | [[Category:Acronyms]] | ||
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Revision as of 21:07, 9 October 2007
Hardware Transformation and Lighting, or HTL as it is commonly abbreviated, is a technique where certain calculations involved in the rendering (drawing) of the screen, such as lighting, are handled by your on-board video card (hardware) instead of being processed by your CPU (sometimes considered software rendering).
It is the feature in FreeSpace Open that allows users to use high-polygon models in game. For most users, this also speeds up gameplay by taking much of the load off of the CPU. Thus the slowdown the higher-quality models would normally cause becomes inconspicuous.
See also: .DDS Files