you can workaround it by doing your own lighting using vertex colours.
How so? Can it be done dynamically?
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.
How could this be done with Quesa?
Most games settle for static lighting on the world and virtualized
lighting on dynamic objects, using texturing tricks for dynamic
lights.
This seems pretty difficult to do using light maps and such because
you would have to manually tweak all corners of the world to get it
to light correctly. Currently I enable only the top 8 lights that
seems the brightest to the subject. This works fine with large open
environments where each light is far apart, but looks strange in
smaller close knit areas where farther lights seem to turn on and off
as you move--maybe spacing them out more would help.
As for slow downs with having the lights, I don't see any. My
environment is suppose to be pitch black where there is no light.
_______________________________________________
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>
|