Path: chuka.playstation.co.uk!news From: "Tyrone McAuley" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Point light sources Date: 24 Jul 1997 10:26:22 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 43 Message-ID: <01bc981d$7d0849e0$903261cb@beast> References: <01bc9297$19d2e5a0$733261cb@beast> <33CDFDB1.66D7@interactive.sony.com> NNTP-Posting-Host: d2-u16.wgtn.clear.net.nz X-Newsreader: Microsoft Internet News 4.70.1155 Developer Support wrote in article <33CDFDB1.66D7@interactive.sony.com>... > Tyrone McAuley wrote: > > > > Does anybody know if the professional development libraries include support > > for point light sources as some professional games appear to include them. > > Are these just tricks or what? > > > > If they are supported in the professional libraries why did Sony take them > > out of the Yaroze kit? > > (I know we can't expect everything but...) > > > > Thanks, > > > > Mario > > There's no point light sourcing in the full dev libraries. It's quite > straight forward calculating your own light values, flat or point. > > Stuart > So we simulate point light sources by manipulating the normals of objects in relation to a parallel light source which is pretending to be a point light source. (I guess thats what you mean). Hmmm.... While this works it is potentially processor intensive for complex scenes and moving lights, plus you can't mix a point light source with a flat light source. Is there any other way of doing it, or do I have the totally wrong idea? Thanks, Mario