Gamestudio Links
Zorro Links
Newest Posts
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
0 registered members (), 1,498 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
LucasJoshua, Baklazhan, Hanky27, firatv, wandaluciaia
19054 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
adjustable vecLightPos array length #252399
02/18/09 02:40
02/18/09 02:40
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
Hi,
I was wondering if in the next version of GS you could allow the programmer to set the length of the vecLightPos and vecLightColor arrays so that more than 8 lights could be used in a shader.
Also, can you PLEASE REMOVE THE SUN LIGHT FROM THESE ARRAYS! We already have the sun in its own variable for shaders - right now, the sun gets applied 2 times if we use the sun vars and the regular vecLightPos vars. Also, the lighting for the sun is often different anyway so it (at least for me) messes up my shaders due to the sun being a point light (regardless that it is very far away). I would prefer to just apply the sun as a directional light which is faster.

I would really appreciate if you could change these 2 things. -Mike-


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: adjustable vecLightPos array length [Re: Foxfire] #252417
02/18/09 07:19
02/18/09 07:19
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
I'm afraid the other shader programmers would not like if we remove the sun. Setting the length would also not work - more than 8 lights per surface are not supported by the engine.

Re: adjustable vecLightPos array length [Re: jcl] #252531
02/18/09 19:49
02/18/09 19:49
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
so the 8 lights per surface is limited by the process of gathering the light positions or the process of rendering them using the standard engine? I wanted a longer list so I could render more lights - My plugin supports up to 255 dynamic lights (deferred).


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: adjustable vecLightPos array length [Re: Foxfire] #252532
02/18/09 19:51
02/18/09 19:51
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
also, if this cannot be done its ok - I need to make my own light manager for the shadows anyway so as long as I can use the bsp system to find more than 8 meshes per frame, I'm fine anyway smile


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps

Moderated by  aztec, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1