摘要 |
A respective weighting value is calculated for each texel in a texture map that is to be used to render a 3D computer model, the weighting value being calculated in dependence upon the red, green and blue values of the texel. Each weighting value is stored as an alpha value in the alpha channel for the corresponding texel in the texture map. During rendering, the texture map is rendered onto a polygon to generate R, G, B pixel values in the frame buffer together with a respective weighting value for each pixel comprising the weighting value calculated for the corresponding texel in the texture map, which is stored in the alpha channel for the pixel. A darkmap is rendered onto the polygon by subtracting from the pixel values in the frame buffer the darkmap values modulated by the frame buffer alpha values. The texel weighting values are calculated so that they have properties which result in a realistic image being generated.
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