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What do you think: A diffrent approach to lighting

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Well Im about to start on a 2d game that will utalize many of the grapical features that are used in 3d games. I am using OpenGL and instead of using real lighting, I was thinking about using translucent circle that is the desired color of the light and is possitioned at the light source. The only problem I see is that there would not be any real attenuation, the light would just stop. Is this method worth the FPS Im going to get? Is it worth the Realism i would be giving up? Hmm just thought of a way that could solve the attenuation, draw mulitple circles. Start with a center light of a givin alpha and every light after that would be larger in size and more translucent. Any thoughts on this method of lighting would be appreciated. thanks [smile] EDIT: Im really just bouncing ideas off you guys (one of the great things about these forums) so feel free to comment. [Edited by - raptorstrike on October 8, 2005 7:28:51 PM]

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Instead of drawing circles one inside each other why not draw this attenuation in a texture by hand? Then scale the poly based on light's radius. Then blend the light into the terrain? Sure, when you scale the poly you get bigger rings of light but when you blend it in it's hardly noticeable. You can also use clamp mode and scale the light's texture by scaling texture coords. Old d3d7 sdk had some code for this.

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Well I decided to go with a circular texture with a black background that I ALPHA_TEST'ed and stuck on a quad. I think it looks really good, and concidering that my computer cant handle lighting its really the only solution. As long as I dont need to actually illuminate anything it should work just fine.

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