Exciting game needs more then 8 lights.
I am more or less creating a Jedi game that is going to use high specular lighting to simulate a glowing saber but also had the idea of placing a moving light inside the hilt of the saber using attenuation to simulate the glow.
How would i do this if opengl only allows for 8 lights in a scene. Maybe just use 1 light per room with high specular attributes?
Please reply thank you.
WHO DID YOU EXPECT...?
MAYBE SATIN!!!
quote:Original post by RELOAD
How would i do this if opengl only allows for 8 lights in a scene. Maybe just use 1 light per room with high specular attributes?
OpenGL allows more, it''s just that your hardware isn''t required to support more. My advise is you use either:
[Resist Windows XP''s Invasive Production Activation Technology!]
yeah man. just switch off lights in the scene that wont affect the model. More than 8 lights affecting the same model looks so messy that it''s not funny
quote:Original post by djdynamic
Use lightmaps!!!
Lightmaps isn''t great when you need dynamic lightning... it''s good for fixed lights.
RELOAD: Maybe you should build your own light system. The system should check for distance ( if the light is too far don''t render it ), collision ( if the light is behind a wall, again don''t render ) etc... You might find it easy to link this system with an BSP system...
Just giving my 2 cents...
Have a good day
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Yoshy - From The Bobs
Check my reply to this post:
http://www.gamedev.net/community/forums/topic.asp?topic_id=67332
And next time please search the forums before posting.
http://www.gamedev.net/community/forums/topic.asp?topic_id=67332
And next time please search the forums before posting.
I agree projected textures if you''re trying to get the effect of many spotlights, but otherwise just use the top 8 lights.
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