On 23-Jul-05, at 3:35 PM, Lo Saeteurn wrote:
Is there anyway to workaround the 8 light limitation? I know in
OpenGL it could be worked around with multiple passes.
Quesa will never use more than the supported number of hardware
lights (usually 8), but you can workaround it by doing your own
lighting using vertex colours. You probably can't do this entirely in
realtime though.
In OpenGL, a multipass scheme can work but it has its drawbacks and
is certainly much slower, even when you're using 8 lights or less.
Another approach is to virtualize lights when rendering each mesh,
enabling only the lights that affect it most. This works well enough
for small objects but a large world mesh would need to be split up
and drawn 8 lights at a time, which can be tricky. Most games settle
for static lighting on the world and virtualized lighting on dynamic
objects, using texturing tricks for dynamic lights.
Frank.
–––––––––––––––––––––––––––––––––
Open Source RB Goodies and Shareware
<http://developer.chaoticbox.com/>
<http://www.chaoticbox.com/>
–––––––––––––––––––––––––––––––––
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>
Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>
|