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Re: Brightness of light from distance

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Brightness of light from distance
From: Chris Dillman <chrisd at plaidworld dot com>
Date: Sat, 23 Jul 2005 18:40:12 -0500
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> <p06200707bf0871a72124 at [192 dot 168 dot 50 dot 118]> <A890A919-30AF-432B-8FC5-6352EAFCA935 at chaoticbox dot com>
On 23-Jul-05, at 6:15 PM, Chris Dillman wrote:

On 23-Jul-05, at 9:21 AM, Lars Jensen wrote:

I thought I read somewhere that Quesa cuts off illumination after a certain
distance or below a certain threshold or something. But that might just be
me on drugs.

It may have in the past but that doesn't appear to be the case in the current release. The interactive renderer scales the light colour by the brightness and sends that to OpenGL. Lights brighter than 100% are simply over-saturated.

Hey frank can normal GL lights over saturated textures etc?
Making them go towards the umm bright white instead of fully lit?

Cause I have been wondering how some engines do that.

Depends on the effect you're looking for...

Using GL_EXT_separate_specular_color you can add a specular highlight after the texture in a single pass, which in effect saturates the texture, but you can fake it with a separate specular pass that uses additive blending. You can also do lighting entirely as a separate pass using a blendfunc of (GL_DST_COLOR, GL_SRC_COLOR) which will brighten/saturate light values and filter dark values. This should be possible in one pass with multitexture/combiners as well.

Any clue on how one might do it using vertex coloring?
If say your doing your own lighting and ending it to GL.

--
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