Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Download Outerra Tech Demo. Unofficial Outerra Discord server, MicroProse Discord server for OWS.

Author Topic: Lighting Sources  (Read 19604 times)

ZeosPantera

  • ||>>-Z-<<||
  • Global Moderator
  • Hero Member
  • *****
  • Posts: 2520
  • #1 Outerra Fan Boy
    • My Youtube
Lighting Sources
« on: December 26, 2010, 05:00:06 am »



So far we have only seen the world of OT lit by the sun. I have seen those beautiful sunsets and the stars sparkle across the sky but not one headlight, streetlight or candle. I presume the handling of dynamic lighting is going to be the job of the engine. What can we expect?
Logged
"Fear accompanies the possibility of death, Calm shepherds its certainty" - General Ka Dargo

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Lighting Sources
« Reply #1 on: December 26, 2010, 01:55:40 pm »

There's no support for lights other than sun and sky yet. We did some preliminary performance-related tests and it seems that we'll have to go for a bit more complicated solution than the one we had originally planned.
Logged

WarlockSyno

  • Jr. Member
  • *
  • Posts: 25
Lighting Sources
« Reply #2 on: December 27, 2010, 02:59:15 am »

Dynamic lighting please.  :D
It makes ANYTHING (No joke) look good.
Logged

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Lighting Sources
« Reply #3 on: December 27, 2010, 04:29:37 am »

The question is not if "dynamic or not", but "How?". In such a huge environment, with real time atmospheric computations. Trivial implementation would give a poor performance here.
Logged

ZeosPantera

  • ||>>-Z-<<||
  • Global Moderator
  • Hero Member
  • *****
  • Posts: 2520
  • #1 Outerra Fan Boy
    • My Youtube
Lighting Sources
« Reply #4 on: December 27, 2010, 05:14:15 am »

Assign a luminance to the individual texture pixels based on distance from the light source.

I have no idea if that would work as I don't code. But it sounds awesome.
Logged
"Fear accompanies the possibility of death, Calm shepherds its certainty" - General Ka Dargo

meuhey

  • Newbie
  • Posts: 2
Lighting Sources
« Reply #5 on: February 23, 2011, 06:51:37 pm »

2010 hardware cant do this yet??? Were in lots of trouble!!!
Logged

necro

  • Sr. Member
  • ****
  • Posts: 451
    • google+ Blog
Lighting Sources
« Reply #6 on: February 25, 2011, 03:06:42 am »

Thats wrong. You didnt read camenis post. He wrote that it will be a problem to unify global sunlight with additional lightsources. I guess that you have to use a quad based lightmodel with a kind of deffered shading.
So you will paint shadows and specularity later after compositing the whole scene. But thats not easy because of the render architecture.
Logged