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Fake contrast

31 bytes added, 21:04, 8 February 2020
m
Previous implementations: modernize gallery style
==Previous implementations==
The idea for fake contrast predates Doom and extends back to the earliest [[id Software]] first-person shooters. In {{wp|Hovertank 3D}}, a simple flat-shaded raycasting engine, walls in alternate directions are shaded a darker or lighter shade to create contrast. In its texture-mapped successors, [[Catacomb 3D]] and [[Wolfenstein 3D]], this is accomplished using texture themes with matching lighter and darker versions of textures that can be assigned to the different faces of each cell.
<gallery mode="nolines" widths="240px" heights="180px">
Hovertank 3D screen.png|Fake contrast achieved through flat shading in Hovertank 3D.
Catacomb 3-D The Descent screenshot.png|Fake contrast accomplished via texturing in Catacomb 3D.
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