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code_evo

how many gl lights do you use in your scenes?

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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]

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Maybe I''m wrong, but I think OpenGL lighting isn''t used these days. Engines use dynamic lightmaps/per pixel dot3 and so...

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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 =)

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

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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?

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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]

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...but lightmaps work best only with static geometry, static scenes, or with basic radial effects (Q3A rocket glow), and chew up a texture pass...

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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?

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quote:
Original post by Anonymous Poster
And, what lighting does Half Life use? Lightmaps? And what about Unreal and Unreal Tournament?

They all use lightmaps for static object (like the entire level) and usually OpenGL lights for dynamic objects like players and items.
Although I think dynamic lights may be done with a projected texture when applied to the static level, as the tesselation is much lower than on dynamic models.

Regular GL lights are still pretty good. You get them practically for free, so they''re great for avoiding doing lots of extra calculations yourself. Its just that you don''t get much flexibility.

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quote:
Original post by 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?
Dynamic lighting is a term used for any lighting that changes.

Quake/Unreal series games use a projected textures as the last guy said, that is blended with the lightmap for dynamic lights on lightmapped level gemometry. On characters, vertex lighting is used (OpenGL lighting).

I believe unreal uses vertex lighting for terrain maps and it definitely does for static meshes.


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