Path: chuka.playstation.co.uk!news From: "Craig Graham" Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Lighting Date: 13 Jul 1998 22:03:40 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 28 Message-ID: <01bdaea9$ccc34fe0$f30b0a0a@Angela1.intelligent-group.com> References: <6odou2$ajq2@scea> NNTP-Posting-Host: d2-s50-153-telehouse.mistral.co.uk X-Newsreader: Microsoft Internet News 4.70.1155 Steve Spiller wrote in article <6odou2$ajq2@scea>... > Is there a way to create/simulate point or spotlight lights? Looking > through the library docs it appears you can only have ambient or parallel > lighting... Do a manhattan distance on the unified vertex coords (final transformed), then if the distance is within your point lighting radius you can either: 1) Modify the RGB graduated shade texture poly primitive RGB values to overlay the lighting (good for static wall lights - do it once and the light is always there when you display the model). 2) Create a transparent gourard copy of the poly's within the lighting radius and sort it into the OT before the model you're lighting (it'll overlay it giving the impression of a light). Looks better than method one, but increases the polygon count. > -Steve I know that sounds pretty complex - but it's worth the effort believe me.... Craig.