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>> That is rendered in realtime on the PS3, see any triangles in the car
>> models?
>
> That's part of what the whole Phong shading stuff is about, yes, if I
> have the right term? Where you don't shade the entire polygon the same,
> but rather weigh each pixel's color based on the colors at the corners
> of the triangles and the distance of the pixel from the corners?
Yes, you interpolate the surface normal between the corners to fake a
curved surface. A bit like normal maps allow you to fake ripples,
cracks, bumps and so forth.
Trouble is, normal tricks like this are just that - tricks. They don't
work as well as the real thing does.
- You can smooth out the lighting, but the profile of the object will
still have sharp edges, as will its shadow (if it has one).
- Where two objects intersect (e.g., something half submerged in water)
you can plainly see the mesh.
- If you smooth out all the surface normals, you now can't have sharp
edges where they're supposed to be sharp.
etc.
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