Drachengeifer1 / vdrift-ogre

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Dynamic lights #231

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
The last basic thing I consider missing on the graphical side are dynamic 
lights. They would be useful to have car headlights / taillights cast lighting, 
as well as allowing track objects to light the world (eg: street lights).

I remember discussing this on IRC a while ago. Someone mentioned it would 
require changes to shaders, which is why it might be difficult. I do hope that 
can be worked around somehow... IMO this would improve visuals and detail a lot.

Original issue reported on code.google.com by MirceaKi...@gmail.com on 12 May 2013 at 9:44

GoogleCodeExporter commented 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

GoogleCodeExporter commented 8 years ago
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GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
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GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago

Original comment by Cry...@gmail.com on 2 Apr 2014 at 11:47