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« on: July 23, 2018, 04:15:38 am »
Ok, I know now what the problem is. So apparently it seems that compiled objects use linear lighting instead of the quadratic that the non-compiled objects are using, also there's the matter with light limitation on the compiled ones, which is 8, thus having a weird looking scene when compiling all the objects.
As for the light limitation, there's no solution other than using shaders, as for the lighting attenuation method, why does it chage? is it chosen by the hardware? If so, does this mean that when using VBO objects the light will be linear?
My problem is that I want to work with VBOs of course (do want the best performacen for my program) but I do not want the linear attenuation light, therefore I will need to use shaders, the problem is, when I use them I lose the default opengl fog effect, or I need to add it as well to the shader, but creating a shader is hard as hell, so I wanted to stick to default light and fog.
thanks