Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

code_evo

how many gl lights do you use in your scenes?

This topic is 5307 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

just wondering, on average how many opengl lights do you use in a typical scene? also, do you move them around as your actor moves, like do you define sectors etc.?? [edited by - code_evo on January 7, 2004 7:41:44 AM]

Share this post


Link to post
Share on other sites
Advertisement
Maybe I''m wrong, but I think OpenGL lighting isn''t used these days. Engines use dynamic lightmaps/per pixel dot3 and so...

Share this post


Link to post
Share on other sites

thats kind of why i was wondering, even with all the other jazz, i''m interested to know how many gl lights are used (if any)

Share this post


Link to post
Share on other sites
I used opengl lighting exclusively for my game (Rymdraket). It's a topdown space shootem-up and you see the whole map almost all of the time. I had two global directional lights always enabled and one dynamic point light for explosions. You can look at it in action at my homepage if you like.

OpenGL lighting is good for smaller projects/scenes.

Just what I think =)

-----------------------------




[edited by - Herr_O on January 7, 2004 7:36:23 AM]

Share this post


Link to post
Share on other sites
Just curious, but for lighting via vertex programs and/or fragment programs, is it a good idea to use OpenGL''s lighting functions to set state? Or is it better to set constants with the functionality provided by the shader program extensions?

Share this post


Link to post
Share on other sites
quote:
Original post by osh
Maybe I''m wrong, but I think OpenGL lighting isn''t used these days. Engines use dynamic lightmaps/per pixel dot3 and so...



Anyone know where I can find a tutorial on this subject?

[teamonkey]

Share this post


Link to post
Share on other sites
...but lightmaps work best only with static geometry, static scenes, or with basic radial effects (Q3A rocket glow), and chew up a texture pass...

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Is ''Dynamic Lighting'' simply using OpenGL/Direct3D lights which move dynamically?

And, what lighting does Half Life use? Lightmaps? And what about Unreal and Unreal Tournament?

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!