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g_fire_1983

D3D8 Lighting

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this is perhaps a bit of a design question but I''m looking for specifics more with Direct3D in mind. You''ve probably all heard this before somewhere...sorry if you had. What''s the best way to lighting in an FPS game using Direct3D? Vague? The root of this question is the low number of lights I seem to be able to have active in my scene. According to various people this is normal....so how do I do complex Quake III style lights?

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Having to many lights can be very expensive, games like Quake3 generally use what are called light or darkmaps on things like walls and stuff, they make an object look lit while not requiring the of time of doing light computations.

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