Game Development Community


#1
10/02/2009 (1:42 pm)
Faking them with a transparent texture, like they did in the B5 Undercity.

Having more than one set of shader driven lightrays sounds like it'll slow even a stupor-computer to a crawl.
#2
10/02/2009 (3:00 pm)
@Steve,
I've heard about that technique,
you know how its done?
#3
10/02/2009 (3:18 pm)
@deep

You essentially create a light texture (the color of your light, like a yellow/white) with an alpha ramp (so it fades out toward one side).

Toss that on a billboard attached to your light and make it additive blending.

I've not done this in Torque but that's the standard practice as far as I know. It doesn't have any issues with alpha blending because it's "light" it shouldn't have to deal with the depth buffer, casting or receiving shadows.

uppercasenumbers.com/torque/tmp/spot_billboard.jpg
#4
10/02/2009 (3:21 pm)
billboard attached to your light?
I dont understand
#5
10/02/2009 (4:01 pm)
Undercity just had their lightrays as TSStatics. If you want something dynamic, you'd have to implement volumetric lightrays ala the NVidia demo.
#6
10/02/2009 (4:36 pm)
mmm,
I see that the lightrays are way less heavy in 1.0,
and I did in fact try the trick above, but its not the effect I'm after at all,
I wont be adding the effect to all spotlights at once,
and they will definatly be dynamic.
the dynamic, ie; mounted spotlights part I have working fine, but a flashlight really needs that volume.
Ross, I think I will take a look at the nvidia solution.
thanks all