Open GoogleCodeExporter opened 8 years ago
Either
- Requires iterations for other lights in current shaders.
Seems easier to do, but with many lights (from more cars) can be slow.
- Or implementing deferred lighting.
Which is even more work. And I'm pretty sure it will drop Fps by half and cause
big problems with glass pipes, etc.
Of course shadow casting for other lights is just too much (or maybe 1 static
shadowmap is ok? but then putting that all in shaders seems like a nearly
impossible task for me).
Original comment by Cry...@gmail.com
on 12 May 2013 at 10:11
[deleted comment]
For starters at least, I believe non-sun lights can go without casting shadows.
For headlights that would be pretty sweet, but not a priority compared to
having them at all.
If a setting to choose the maximum number of lights would exist, the slowness
can be acceptable IMO. I'm curious how slow it would be with the most common
and simple implementation of OGRE lights.
Original comment by MirceaKi...@gmail.com
on 12 May 2013 at 10:33
[deleted comment]
[deleted comment]
Original comment by Cry...@gmail.com
on 2 Apr 2014 at 11:47
Original issue reported on code.google.com by
MirceaKi...@gmail.com
on 12 May 2013 at 9:44