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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,


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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
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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.


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Re: light management [Re: Superku] #477645
07/19/19 01:48
07/19/19 01:48
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline OP
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Matt_Aufderheide  Offline OP
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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.

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