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AuzingLG
22
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Joined: 19th Sep 2003
Location:
Posted: 25th Sep 2003 16:37
Hi! Is there a maximum number of lights DBPro can handle?

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D Man
23
Years of Service
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Joined: 3rd Oct 2002
Location: Germany
Posted: 25th Sep 2003 16:39
Yes.
7 lights is the maximum.

God is real, unless declared integer.
Rob K
Retired Moderator
23
Years of Service
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 25th Sep 2003 16:56
This isn't a DBPro limitation, it is a limitation of DirectX & your graphics card.

AuzingLG
22
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Joined: 19th Sep 2003
Location:
Posted: 25th Sep 2003 17:30
Is there any way to make more (working) lights with DBPro?

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Bulleyes
23
Years of Service
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 25th Sep 2003 18:18
via lights culling. Simply put, it's just a way to effectively to turn off the lights where it isn't needed. It is essentially to keep the minimum lights that are on at a time.

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
indi
23
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 25th Sep 2003 18:31
theres actually 8 maximum but with tricky programming that isnt an issue.

0 default

plus

1-7

http://www.lunarpixel.com
It's already tomorrow in Australia
AuzingLG
22
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Joined: 19th Sep 2003
Location:
Posted: 25th Sep 2003 19:22
I need more than 7 together - I need 10-30 lights! Can I do this with shaders?

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IanM
Retired Moderator
23
Years of Service
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 25th Sep 2003 20:24
I don't know about shaders, but you can simulate lights with lightmaps.
AuzingLG
22
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Joined: 19th Sep 2003
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Posted: 25th Sep 2003 20:36
I need dynamic lights...

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Richard Davey
Retired Moderator
24
Years of Service
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Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 25th Sep 2003 21:01
Then no, it can't be done. Lights are 99% of the time faked anyway - light maps, clever textures, shaders, etc. Rarely are they all real hardware lights, video cards just can't do that many yet.

You will have to find another way.

Cheers,

Rich

The sky above the port was the colour of television, tuned to a dead channel.
Your brain's just like any other appliance: it works better if you plug it in...
AuzingLG
22
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Joined: 19th Sep 2003
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Posted: 25th Sep 2003 21:08
Quote: ", shaders, etc."
I've asked about shaders... can I use spot, point and directional lights with shaders?

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Neophyte
23
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Joined: 23rd Feb 2003
Location: United States
Posted: 26th Sep 2003 19:20
@AuzingLG

"I've asked about shaders... can I use spot, point and directional lights with shaders?"

Yes.
Bulleyes
23
Years of Service
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 26th Sep 2003 19:25
Yep, you can use directional, point, and spot lights in shaders.
But the big question is, how do you want your shader to be? Technically speaking, you are still restricted with 8 hardware lights in shader. What you can do is just fake lighting by some per pixel lighting calculation, which is like adjusting the color value of each pixel manually based on your requirement.

Hmm... I guess this is as clear as a mud.

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/

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