Hi, guys! As some of you may already know, I'm working on a strategy game similar to X-Com; one of the things I'd like to be able to preserve is the lighting of X-Com - where your visibility is hindered until you start lighting the level yourself with strategically thrown flares.
Anyway, doing this would require some special kind of lighting, since DirectX limits DB to only eight lights. I've got a couple of ideas on the matter, but I'd like to get some advice on which one is best; normally, I would find out myself, but implementing both of them would involve a few weeks of learning outside the DB command set...
The first idea is to use pixel and/or vertex shaders. I wouldn't need the lights to be extremely sophisticated - they wouldn't even need as much functionality as the standard lights, so a basic vertex shader might be what I'm looking for.
I've heard that DirectX 8.1 can actually use 255 point lights, or something. Would it be possible to write a plugin or a DLL that allows access to these lights?
The final idea is to use a volume fog method that I've discovered recently. It sounds pretty simple, but requires two or three renders of the Z-depth of a scene; I haven't yet used any backbuffer functions of DB, so I'm not entirely sure whether this would be a plausable method, unless it becomes another DLL-jobbie.
Thanks in advance!
"I am a living, thinking entity who was created in the sea of information."