Gamestudio Links
Zorro Links
Newest Posts
ZorroGPT
by Grant. 05/23/26 20:53
Issues resuming trades on Demo account
by Martin_HH. 05/22/26 13:31
XTB
by pr0logic. 05/18/26 12:27
Purchase A8 full licence version
by NeoDumont. 05/13/26 20:17
Black Book, 4th edition
by TipmyPip. 05/11/26 08:40
No errors in the command line
by jcl. 05/08/26 10:59
AUM Magazine
Latest Screens
Dorifto samurai
Shadow 2
Rocker`s Revenge
Stug 3 Stormartillery
Who's Online Now
3 registered members (TipmyPip, Grant, AndrewAMD), 1,728 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
jayden, liu, Koti, curry, DeepxKalsi
19220 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
light management #477633
07/17/19 22:13
07/17/19 22:13
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
Hey is there some way to disable the light management system for dynamic lights? what I need is the old style method (a6, a7) where there are just 8 lights sorted by distance to the view. Currently it sets of light positions by each light's effect on particular meshes... I want it relative to the view,


Sphere Engine--the premier A6 graphics plugin.
Re: light management [Re: Matt_Aufderheide] #477643
07/18/19 13:53
07/18/19 13:53
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Probably not what you want to hear but you could write that yourself (in case you don't figure it out with the system as-is).
I'd ignore all A8 light properties/ members/ functions then and code it from the ground up (picking different names has the advantage that you save CPU resources and not have your stuff overwritten by acknex).
A light struct (position, color, range, on/ off), then a loop over all lights which does camera frustum per frame. There you set analog array data to be used in the shader (such as vecMyLightPos[8], ...).
Create a custom light.fx to be included in your shaders for light calculations or change the functions in code/default.fx which reference vecLightPos and similar.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: light management [Re: Superku] #477645
07/19/19 01:48
07/19/19 01:48
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
I basically went ahead and did something like you suggest...its for a point light shadow mapping system.. now I have 8 lights with shadow maps working ….


Sphere Engine--the premier A6 graphics plugin.

Moderated by  HeelX, Spirit 

Gamestudio download | 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