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Re: Brightness of light (limitation)

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Brightness of light (limitation)
From: Frank Condello <developer at chaoticbox dot com>
Date: Sat, 23 Jul 2005 17:43:23 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <BF07BCAC dot E2D4%larsjensen at rcn dot com> <416823B0-8EDB-4BDD-ACE8-4F9E31F50F69 at chaoticbox dot com> <78C3D832-5F58-4FBA-AABF-0806B5A62640 at miensoftware dot com>
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.
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