Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Light Sources Date: Tue, 22 Apr 1997 12:19:25 GMT Organization: Into Beyond Lines: 24 Message-ID: <335daad3.2442424@news.playstation.co.uk> References: <335B6F68.7441@aisb.ed.ac.uk> <335db17a.5478878@news.playstation.co.uk> <335BF77F.251E@micronetics.com> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: teeth.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On Tue, 22 Apr 1997 00:25:51 +0100, Jim did quoth at me: >> As far as I know the PS-X only handles 3 sources in hardware. > >I'm just guessing but I don't think the psx has any hardware >lightsourcing built in. Just the calculations are handled by the gte. >The 3 light source limit is a limitation imposed by Gs. I'm not sure. I think I heard that there were actual hardware restrictions and facilities. Sony? >I guess you could frig lighting by setting ambient lighting on by >default and modifying the gradation rgb structures directly in the tmd Only problem is by having gradated textured polygons you can no longer use the lighting effects. So you have to do it all yourself. Anyone checked to see if we have enough gte functions to do this quickly? I may play around on this later today. * Alex Amsel * Into Beyond Web Design & JAVA Programming * * http://www.intobeyond.com * WWFC Utter Rubbish 1996-7* MM - "Steve Corica is every bit as good as that Kinkladze"