On 23-Jul-05, at 6:06 PM, Lo Saeteurn wrote:
you can workaround it by doing your own lighting using vertex
colours.
How so? Can it be done dynamically?
You'll need declares to assign vertex colours to trimeshes, and do
the light calculations in software (you can google for that!). It's
unlikely you'll be able to calculate the colours every frame and
still run at an acceptable rate though, this is best used to pre-
light certain things like terrains.
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?
I'm actually not sure it would be possible or practical with Quesa. I
think Quesa sets up lighting once per frame, where this technique
requires you set up lighting (possibly) once per mesh. Even if you
could get Quesa to update lights per-mesh you'd need to write your
own render submit loop, which might cause other problems since you
can't call Rb3DSpace.Update.
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.
Not sure what you mean by that (?)
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.
The only way that'll work is if the geometry in view is only ever lit
by a maximum of 8 lights - that's almost impossible to guarantee, and
places severe restrictions on the artwork.
Frank.
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