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Re: Terrain Lighting [Re: JibbSmart] #111333
02/11/07 03:30
02/11/07 03:30
Joined: Jan 2007
Posts: 63
Oregon
mbartman Offline OP
Junior Member
mbartman  Offline OP
Junior Member

Joined: Jan 2007
Posts: 63
Oregon
I have the lights placed next to a wall that is connected to the terrain. I have the range set so that it more than encompasses the terrain, but it still is unaffected. That's why I think it is the shader that IceX applies


Michael Bartman A6/A7 Commercial Edition Programmer By Nature
Re: Terrain Lighting [Re: mbartman] #111334
02/11/07 15:12
02/11/07 15:12
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
if you are using a shader on the terrain, it wont use the satndard A6 dynamic lighting system. This means you have to calculate the lighitng in the shader. You can use vecLightPos and vecLightColor shader vars to help you. Remember, only dynamic lightis will be passed to the sahder.


Sphere Engine--the premier A6 graphics plugin.
Re: Terrain Lighting [Re: Matt_Aufderheide] #111335
02/11/07 17:15
02/11/07 17:15
Joined: Jan 2007
Posts: 63
Oregon
mbartman Offline OP
Junior Member
mbartman  Offline OP
Junior Member

Joined: Jan 2007
Posts: 63
Oregon
I looked through the shader that it uses and I don't recall seeing those variables referenced anywhere, so that must be it. I'll have a look at the manual and try to figure out how to implement them from there.

Thanks for that info, and by the way I think I will be purchasing Sphere from you soon.. Your plugin is absolutely amazing


Michael Bartman A6/A7 Commercial Edition Programmer By Nature
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