Xojo Conferences
XDCMay2019MiamiUSA

Re: Brightness of light (limitation) (Real Studio games Mailinglist archive)

Back to the thread list
Previous thread: Re: Light Limitation
Next thread: Brightness of light from distance


Re: Brightness of light from distance   -   Lars Jensen
  Re: Brightness of light (limitation)   -   Lo Saeteurn
    Re: Brightness of light (limitation)   -   Frank Condello

Re: Brightness of light (limitation)
Date: 23.07.05 20:35 (Sat, 23 Jul 2005 12:35:07 -0700)
From: Lo Saeteurn
Is there anyway to workaround the 8 light limitation? I know in
OpenGL it could be worked around with multiple passes.

On Jul 23, 2005, at 12:10 PM, Frank Condello 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.
>
> Frank.
> –––––––––––––––––––––––––––––––––
> Open Source RB Goodies and Shareware
> <http://developer.chaoticbox.com/>
> <http://www.chaoticbox.com/>
> –––––––––––––––––––––––––––––––––
>
> _______________________________________________
> 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>

_______________________________________________
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>

Re: Brightness of light (limitation)
Date: 23.07.05 22:43 (Sat, 23 Jul 2005 17:43:23 -0400)
From: Frank Condello
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.
–––––––––––––––––––––––––––––––––
Open Source RB Goodies and Shareware
<http://developer.chaoticbox.com/>
<http://www.chaoticbox.com/>
–––––––––––––––––––––––––––––––––

_______________________________________________
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>