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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.
 
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.
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{{Template:WiiNavbox}}
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[[Category:Wii]]
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[[Category:Hardware]]