Lighting in Gamestudio

Posted By: pararealist

Lighting in Gamestudio - 03/29/09 14:26

Hi,
I was wondering if lighting is to become a candidate
for updating.
//
It would be nice to have spotlights and other types of light added to the omni one currently implemented.
//
This would really be a good/great update.
Posted By: Quad

Re: Lighting in Gamestudio - 03/29/09 15:04

you can already have spotlights. check SPOTLIGHT flag on manual.
Posted By: pararealist

Re: Lighting in Gamestudio - 03/31/09 10:25

oh, cool, will check this out.
Posted By: the_clown

Re: Lighting in Gamestudio - 04/11/09 14:28

But better lightning would indeed be something nice. I know that most peóple say deffered shading got too many disadvantages, but why do so many commercial developers use it? What ARE the disadvantages?
Posted By: MaxF

Re: Lighting in Gamestudio - 04/11/09 16:32

DOWNSIDE:

One key disadvantage of deferred rendering is the inability to handle transparency within the algorithm, although this problem is a generic one in Z-buffered scenes and it tends to be handled by delaying and sorting the rendering of transparent portions of the scene.

Another rather important disadvantage is, that due to separating the lighting stage from the geometric stage, hardware anti alias does not produce correct results any more: although the first pass used when rendering the basic properties (diffuse, normal, etc) can use anti alias, it's not until full lighting has been applied that anti alias is needed. One of the usual techniques to overcome this limitation is using edge detection on the final image and then applying blur over the edges.

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BUT you can get around the above - in GPU Gems 3 there is a better one smile with "edge detection" smile




Posted By: Hummel

Re: Lighting in Gamestudio - 04/12/09 17:21

you can use transparency objects with deffered shading but you have to render a extra mask wich helps you to add the transparency models to the final scene wink
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