− | The TEV was used to overcome the lack of pixel and vertex shaders. While having no hardware functionality to replace or use standard shaders was a pain initially, developers began to use the TEV to substitute and in some cases, even exceed what may have been possible on a similar system with pixel and vertex shaders. A high-profile example of this is The Conduit and Conduit 2 by High Voltage Software; using their own Quantum3 engine. The engine supports dynamic bump-mapping (via tangent space normals or embossing), reflection and refraction (via real-time cube or spherical environmental maps), light/shadow maps, projected texture lights, specular and Fresnel effects, emissive and iridescent materials, advanced alpha blends, light beams/shafts, gloss and detail mapping, seamless resource streaming, projected shadows, heat distortion and motion blur, interactive water with dual-wave channels and complex surface effects, animated textures, and more. | + | The TEV was used to overcome the lack of pixel and vertex shaders. While having no hardware functionality to replace or use standard shaders was a pain initially, developers began to use the TEV to substitute and, in some cases, even exceed what may have been possible on a similar system with pixel and vertex shaders. A high-profile example of this is The Conduit and Conduit 2 by High Voltage Software using their own Quantum3 engine. The engine supports dynamic bump-mapping (via tangent space normals or embossing), reflection and refraction (via real-time cube or spherical environmental maps), light/shadow maps, projected texture lights, specular and Fresnel effects, emissive and iridescent materials, advanced alpha blends, light beams/shafts, gloss and detail mapping, projected shadows, heat distortion and motion blur, interactive water with dual-wave channels and complex surface effects and more. |