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GL_LIGHT1
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Or lightmaps, for static lighting.
There really aren''t many cases when you need more than a few dynamic lights. 8 should be more than enough for any practical application. If not, you can do what guts suggested, and make multiple passes. Keep in mind, though, that every additional light is going to cut performance.
There really aren''t many cases when you need more than a few dynamic lights. 8 should be more than enough for any practical application. If not, you can do what guts suggested, and make multiple passes. Keep in mind, though, that every additional light is going to cut performance.
How much of a performance hit is having a second light enabled? I know this depends on the hardware, but let's say for an old card (like TNT2). Anyone know? I'm thinking about doing something with 2 lights and I'm just curious. If no one knows, I'll just try it out sometime and see. Thanks.
[edited by - Mr Grinch on November 18, 2003 8:27:16 PM]
[edited by - Mr Grinch on November 18, 2003 8:27:16 PM]
quote:
Original post by Mr Grinch
How much of a performance hit is having a second light enabled? I know this depends on the hardware, but let''s say for an old card (like TNT2). Anyone know? I''m thinking about doing something with 2 lights and I''m just curious. If no one knows, I''ll just try it out sometime and see. Thanks.
[edited by - Mr Grinch on November 18, 2003 8:27:16 PM]
I think you''re going to have to try it and find out for yourself.
Yes, there is a hardware limitation of 8 lights in opengl as well as directx (like I said, it''s a hardware, not software limitation). The lights are mostly for dynamic lighting, most people calculate the static lights into a light map (and/or color map) on the static objects while loading the scene (or while making the scene).
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