No current consumer hardware supports more than 8 hardware lights. Period.
If you need to use more than the 8 lights (which you shouldn't) you must draw the scene once with the first 8 lights. Then with blending redraw the scene with the next 8 lights etc ...
However, in practice if you really need to use several lights in your scene, you should only use the closest 4 or so, otherwise your framerate will be drastically affected.
Edited by - Shag on February 1, 2002 1:33:48 PM
how to extend the 8 lights limit in openGL?
That demo never uses more than 8 lights at one time. It creates an illusion of 300 lights by repeatedly changing the position and color of the 8 lights as it renders different portions of the scene.
>>No current consumer hardware supports more than 8 hardware lights. Period.<<
theres a few out that do, cheaper than gf3''s as well (depends on your definition of consumer)
http://uk.geocities.com/sloppyturds/gotterdammerung.html
theres a few out that do, cheaper than gf3''s as well (depends on your definition of consumer)
http://uk.geocities.com/sloppyturds/gotterdammerung.html
Although I truly can''t see why anyone would need more than 8 hardware lights, I think you can do it by using multiple passes. Enabling 8 of the lights per pass. (Doing ceilf(numLights/8) passes.)
firegl2 supports 16, u should be able to get one pretty cheaply.
wildcat cards IIRC can do 24 lights though theyre pretty expensive
http://uk.geocities.com/sloppyturds/gotterdammerung.html
wildcat cards IIRC can do 24 lights though theyre pretty expensive
http://uk.geocities.com/sloppyturds/gotterdammerung.html
I have a gf2 mx from Elsa...
If truly does simulate 300 lights by resuing 8 lights and repositioning...
I have a P2 300 with 396MB ram..
The demo was working great at 50 lights after that it starts slowing down...
If truly does simulate 300 lights by resuing 8 lights and repositioning...
I have a P2 300 with 396MB ram..
The demo was working great at 50 lights after that it starts slowing down...
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