realbasic-games
[Top] [All Lists]

Re: Light Limitation

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Light Limitation
From: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Sat, 23 Jul 2005 15:06:31 -0700
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> <C92ECD9D-5730-4E83-B8B4-57F078153BEF at chaoticbox dot com>
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>

<Prev in Thread] Current Thread [Next in Thread>