~CGameProgrammer( );
quote:That doesnt mean its right. That book wasnt written by SGI was it? I doubt it. It IS 8 lights PER POLYGON. It makes sense if you think about it instead of blindly believing what you are told. If you setup all 8 lights, render a polygon, setup all 8 lights again differently, and render another polygon, then youve just done what cant be done according to that book (as its 16 different lights for the scene so far). Keep going and youve done more lights for that scene.
Lesson here: the book is WRONG. Its PER POLYGON.
quote:
Hardware TnL performance absolutely crashes through the floor like you wouldn''t believe with 8 hardware lights.
quote:Original post by noVum
Quake 3 uses a precalculated light grid for the charracters. Look at the tool source if you don''t believe that.
quote:Original post by noVum
I never saw any game that used hardware lights. Prove me if I''m wrong.
quote:That doesnt mean its right. That book wasnt written by SGI was it? I doubt it. It IS 8 lights PER POLYGON. It makes sense if you think about it instead of blindly believing what you are told. If you setup all 8 lights, render a polygon, setup all 8 lights again differently, and render another polygon, then youve just done what cant be done according to that book (as its 16 different lights for the scene so far). Keep going and youve done more lights for that scene.
Lesson here: the book is WRONG. Its PER POLYGON.