HDR Lighting: Difference between revisions
Jump to navigation
Jump to search
m (added the an external wiki link, added some boldness) |
m (fixed wiki link) |
||
Line 1: | Line 1: | ||
High Dynamic Range Lighting ('''HDR Lighting''') refers to all of the lighting values which are rendered in ArmA can consist of real world ranges. This means that the [[ArmA]] engine is handling lighting conditions which are several orders of magnitude different. For the player it means that when entering dark areas from light it takes some time to adjust the eyes so it’s not only a visual effect but also influences the way that the game is played. | High Dynamic Range Lighting ('''HDR Lighting''') refers to all of the lighting values which are rendered in ArmA can consist of real world ranges. This means that the [[ArmA]] engine is handling lighting conditions which are several orders of magnitude different. For the player it means that when entering dark areas from light it takes some time to adjust the eyes so it’s not only a visual effect but also influences the way that the game is played. | ||
Line 5: | Line 4: | ||
==External Links== | ==External Links== | ||
[http://en.wikipedia.org/wiki/High_dynamic_range_rendering | [http://en.wikipedia.org/wiki/High_dynamic_range_rendering Wikipedia Article on HDR Lighting] |
Revision as of 03:22, 2 September 2006
High Dynamic Range Lighting (HDR Lighting) refers to all of the lighting values which are rendered in ArmA can consist of real world ranges. This means that the ArmA engine is handling lighting conditions which are several orders of magnitude different. For the player it means that when entering dark areas from light it takes some time to adjust the eyes so it’s not only a visual effect but also influences the way that the game is played.