Game Development Community

beta 5 - lighting changes w/ camera angle

by Orion Elenzil · in Torque 3D Professional · 08/20/2009 (4:04 pm) · 5 replies

howdy all -
just got my grubbies on T3D a couple days ago and it's pretty cool !
i'm having a few issues tho, which hopefully are just newb cloolessness on my part.
i'll put them up in separate threads.
apologies in advance if these have already been covered.

in the undercity demo, the lighting on the interiors and on the weapon often changes dramatically due to a small change in camera angle.

in the screenshots below, the camera position is not moving at all, just the camera direction.
note there are three different varieties of lighting on the environment and the weapon.

this is stock SDK install, Windows XP Pro, DX10, ATI Radeon X600.

elenzil.com/gg/images/t3d_lighting_1_1.jpgelenzil.com/gg/images/t3d_lighting_1_2.jpgelenzil.com/gg/images/t3d_lighting_1_3.jpg
.. and just for fun, an animation of those same images -
gickr.com/results2/anim_31672a1d-b80d-5e04-9540-4e12cd5963ff.gif
again, apologies if this is already known.


#1
08/20/2009 (5:30 pm)
hey, thats like the problem I'm getting with mounted lights!!!
#2
08/20/2009 (5:42 pm)
Undercity has a large amount of lights. Each object can only be lit by 4 at the same time in basic lighting. The current light-selection code takes the camera view in consideration.

It has been mentioned that a future release might feature per-submesh light selection, instead of per-object, which would help with that.

Anyway there have been threads on this (as well about your other shadow issue) and there is a search feature.
#3
08/20/2009 (10:58 pm)
See the issue in Advanced Light as well Manoel. Terrain tends to be the real offender in that area for me.
#4
08/21/2009 (2:05 am)
Yea... Undercity was never designed to be run in Basic Lighting mode. We need to address this in 1.0 so that people don't get confused as to the results they're seeing.
#5
08/21/2009 (4:45 am)
gotcha - thanks for the replies everyone !