To many lights
Blitz3D Forums/Blitz3D Programming/To many lights
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I have a ship that I'm going to put lights on. There are going to be a lot of lights. I looked in the CreateLight docs and saw that it said that there can not be more than 8 lights per render. How could I make it have lights so that I don't use those 8 lights? |
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Find a lens-flare sprite, and use that instead of DX lights. Something like this (you'll find a better one, but this gives you an idea of what i'm talking about - just put one of these where you want a 'light' to be): DX lights are a bit crap anyway, tbh. |
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Do lights used by parsing gile[s] count? |
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Is gile[s] good? Should get it? |
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Is gile[s] good? Should get it? Gile[s] generates lightmaps. It doesn't let you get around the maximum of 8 DirectX lights, if that's what you mean. Its a hardware limitation. You can sometimes get away with 16 depending on the graphics card but the Blitz docs specify that you should not rely on this being the case. |
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Do lights used by parsing gile[s] count? If by "parsing" you mean using a loader to load lights from a Lightmapped scene so that your non-lightmapped entities are lit with identical settings to match the lightmapped ones, then yes, of course they count. "Baked" lights, that are only used for lightmapping, don't count. |
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Darn. And gile[s] is good. |
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This talk of DX lights is redundant. [Jedi mind trick] These aren't the type of lights you're looking for, Blitz Programmer! [/jedi mind trick] Just use add-blended, textured quads/sprites like Gfk said. |
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Yea, u should use a texture trick. To try to gain the appearence of more lighting tho, u can head to the code achieves and look up the lighting effect. It's probably still at the top. |