Only 8 Lights?

Started by
1 comment, last by neonfaktory 21 years, 4 months ago
Ok, I have learned that in OpenGL you can SAFELY have up to 8 lights - more than that might not be supported. Now I have a question to all you 3D computar grafix theory people out there... How would you handle a game where there are random explosions here and there (depends on the situation) and you wanted to have them cast light on surrounding models, walls, etc.? Since it is situation dependant, there could be 2 people shooting off 10 light-emitting rockets each, and that doesnt work to well with the 8 light minimum. I have a few ideas myself on how to solve the problem, but maybe someone can suggest something cool, because my ideas are not very elegant solutions ;\ .
weee!
Advertisement
1. Multipass rendering with 8 lights at a time.

2. Pick the nearest/most important 8 lights per object/poly group.

3. Do your own lighting (lightmapping, manually calculating vertex colours, etc.)

Depends what look you''re after really. Plus you can always mix an match for various circumstances.
light mapping
unless you want to limit your sys. requirements to p4 2.8 ghz machines with ATI radeon 9700s

-eldee
;another space monkey;
[ Forced Evolution Studios ]

::evolve::

Do NOT let Dr. Mario touch your genitals. He is not a real doctor!

-eldee;another space monkey;[ Forced Evolution Studios ]

This topic is closed to new replies.

Advertisement