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Lighting in Gamestudio #258291
03/29/09 14:26
03/29/09 14:26
Joined: Dec 2006
Posts: 434
UK,Terra, SolarSystem, Milky W...
pararealist Offline OP
Senior Member
pararealist  Offline OP
Senior Member

Joined: Dec 2006
Posts: 434
UK,Terra, SolarSystem, Milky W...
Hi,
I was wondering if lighting is to become a candidate
for updating.
//
It would be nice to have spotlights and other types of light added to the omni one currently implemented.
//
This would really be a good/great update.


A8.3x Commercial, AcknexWrapper and VS 2010 Express
○pararealist now.
Re: Lighting in Gamestudio [Re: pararealist] #258294
03/29/09 15:04
03/29/09 15:04
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
you can already have spotlights. check SPOTLIGHT flag on manual.


3333333333
Re: Lighting in Gamestudio [Re: Quad] #258517
03/31/09 10:25
03/31/09 10:25
Joined: Dec 2006
Posts: 434
UK,Terra, SolarSystem, Milky W...
pararealist Offline OP
Senior Member
pararealist  Offline OP
Senior Member

Joined: Dec 2006
Posts: 434
UK,Terra, SolarSystem, Milky W...
oh, cool, will check this out.


A8.3x Commercial, AcknexWrapper and VS 2010 Express
○pararealist now.
Re: Lighting in Gamestudio [Re: pararealist] #260504
04/11/09 14:28
04/11/09 14:28
Joined: Nov 2008
Posts: 946
T
the_clown Offline
User
the_clown  Offline
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T

Joined: Nov 2008
Posts: 946
But better lightning would indeed be something nice. I know that most peóple say deffered shading got too many disadvantages, but why do so many commercial developers use it? What ARE the disadvantages?

Re: Lighting in Gamestudio [Re: the_clown] #260514
04/11/09 16:32
04/11/09 16:32
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline
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MaxF  Offline
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M

Joined: Jul 2002
Posts: 1,364
Minbar
DOWNSIDE:

One key disadvantage of deferred rendering is the inability to handle transparency within the algorithm, although this problem is a generic one in Z-buffered scenes and it tends to be handled by delaying and sorting the rendering of transparent portions of the scene.

Another rather important disadvantage is, that due to separating the lighting stage from the geometric stage, hardware anti alias does not produce correct results any more: although the first pass used when rendering the basic properties (diffuse, normal, etc) can use anti alias, it's not until full lighting has been applied that anti alias is needed. One of the usual techniques to overcome this limitation is using edge detection on the final image and then applying blur over the edges.

--------------------------


BUT you can get around the above - in GPU Gems 3 there is a better one smile with "edge detection" smile






Re: Lighting in Gamestudio [Re: MaxF] #260633
04/12/09 17:21
04/12/09 17:21
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
you can use transparency objects with deffered shading but you have to render a extra mask wich helps you to add the transparency models to the final scene wink


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