Path: chuka.playstation.co.uk!news From: "Mario Wynands" Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Lighting Date: Tue, 14 Jul 1998 23:50:34 +1200 Organization: Sidhe Interactive Lines: 40 Message-ID: <6ofgdd$n309@chuka.playstation.co.uk> References: <6odou2$ajq2@scea> <6oe4jh$n307@chuka.playstation.co.uk> <35AB3612.AA5669C6@hinge.mistral.co.uk> NNTP-Posting-Host: p22-max6.wlg.ihug.co.nz X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Craig Graham wrote in message <35AB3612.AA5669C6@hinge.mistral.co.uk>... >The results of this method aren't as good as creating a lighting overlay TMD >on the fly though, 'coz (at least for textured polys) you cann't light a poly >with a mostly blue texture using a mostly red light as the RGB scalers are just >that >- scalers. If there's no red component in the texture, then you'll not get any >illumination effect even from a 100% (0xff) red scaler. Ahh, the downfall in my theory. Thankfully I hadn't quite implemented this yet, as I had to go back to the particle system coding :) >A lighting overlay will add any colour light over any colour and type of polygon >and as such is more suited to use in small moving point sources (like photon >torpedo >type bullets), as the bounding box reject will keep actual polygon counts quite >low for it... Hmmm, if you use light sourced polygons with lighting polygon overlays then you can use both the built in lighting functionality (ambient and flat) in combination with point and spot light sourcing at very little extra cost (assuming the custom lights have only limited effective range). I like this idea more every minute. Mario Wynands Director/Project Manager, Sidhe Interactive Sony Playstation Software Development House Email mario@sidhe.co.nz Website www.sidhe.co.nz