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Sun light

Started by Melssj5, April 11, 2006, 05:01:24 AM

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Melssj5

Just a Suggestion, you should add a sun light to jpct, I mean a very strong light able to iluminate all the map (if needed) to give it some shadow effects.
Nada por ahora

EgonOlsen

Maybe adding the option to exclude a light from fading/discarding will allow it to create a similar effect. I'll think about adding something like this.

Melssj5

Yeah, i set the ambient light to 60, 60, 60 and add a light very high and changed the intensity multipler and it worked. but shadows are not well calculated. You maybe should review the algorythm of lights proyection.
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EgonOlsen

Vertex lighting is default OpenGL vertex lighting (even in software mode). That's the way it is defined by the specs, there is no other way to improve this except taking the light mapping way for static lighting. Increasing the tessellation may help too but this will reduce performance.

Edit: Nice tool for lightmapping albeit the 1.36 version is bugged: http://www.frecle.net/giles/

Melssj5

Have anything been done to improve the reality of the engine about the lights or the shadows?
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EgonOlsen

Not much, but the new version will feature the mentioned bloom effect, which could be seen as a kind of more "realistic" lighting effect. Albeit my personally opion is, that it looks cool but not exactly real. But sometimes you have to overstress something to make people think that it looks like real, so maybe this will work... :wink:

Klaudiusz

#6
I would like to remind this topic.

I have big problems with light when object has dark texture.

Also light value is not added, when additionalColor is white. The same situation is with setAmbientLight method.

For me desired situation is when object which has dark texture and is really near of white light, is also white.

Is this possible to do in hardware mode without RGB_SCALE_4X ?

EgonOlsen

Well, the lighting formular of OpenGL's pipeline is like it is. Without some additional texture effects, an object's color can't get brighter then the color of its texture. RGB-Scaling is a way out...kinda...