how many gl lights do you use in your scenes?
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]
Maybe I''m wrong, but I think OpenGL lighting isn''t used these days. Engines use dynamic lightmaps/per pixel dot3 and so...
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)
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]
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]
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?
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]
You forgot all about the lightmaps.... they do tend to be used more than straight ogl lighting...
...but lightmaps work best only with static geometry, static scenes, or with basic radial effects (Q3A rocket glow), and chew up a texture pass...
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?
And, what lighting does Half Life use? Lightmaps? And what about Unreal and Unreal Tournament?
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