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Outerra Tech Demo download. Help with graphics driver issues

Author Topic: Lighting Sources  (Read 11454 times)

ZeosPantera

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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?
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cameni

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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.
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WarlockSyno

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Lighting Sources
« Reply #2 on: December 27, 2010, 02:59:15 am »

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

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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.
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ZeosPantera

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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.
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meuhey

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

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

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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.
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