>>725315987
>Is it just me, or is something about SADX's lighting and rendering on Gamecube different from the Steam's version? I played the GC post most, and when I booted it up vanilla on Steam it just felt off, I remember Sonic having more of a sheen on him.
The lighting in the Gamecube version often looks pretty different from the PC version. There are several reasons for these differences:
While both versions use the same format of lighting data, the PC version uses that data to set up Direct3D lights, while the Gamecube version uses a custom lighting formula that applies diffuse lighting last, which makes the environments look more vibrant.
For character and object lighting, the Gamecube version generates palettes and applies them per-pixel, while the PC version uses only some of the values to set up Direct3D lights, which look different either way. The Gamecube version uses the ambient value, two colors for diffuse and two colors for specular to generate the palette, while the PC version only uses the ambient color and one specular color.
The PC version uses a high multiplier for specular lighting, which results in an even more “glossy” look than in the Gamecube version, which was already “glossy”. Also, specular lights in the PC version are set up as view-dependent (they move when the camera rotates), while on the Gamecube specular is view-independent (stays in the same place regardless of camera rotation).
https://dcmods.unreliable.network/index.php/2023/11/05/introducing-sadx-gamecube-project-overview-of-differences-between-sadx-pc-and-gamecube/