pureLight for TGE?
by Thomas Bang · in pureLIGHT · 09/30/2009 (4:07 am) · 3 replies
Hi
Yesterday i tried the Torque3D Demo and i was not very impressed. The Advanced Lighting has a poor performance and the shadows are ugly (they are sometimes noisy).
But when i activated the Basic Lighting in the WorldEditor and disabled SSAO, HDR, Edge Antialisaing, Post FX and Light Rays the performance of the "Burg" level was very good. And i was very impressed about the lighting-possibilities of pureLight.
As far as i know lightmapping is a blending-mode where a lightmap (second uv-set) is only blended over the normal texture (first uv-set) of a object. So lightmapping should not only be possible with shader xy but also with a fixed function pipeline effect (FFP).
My question is: Do you see any chances to prepare pureLight also for TGE? Many users, like me, can not afford T3D and pureLight at the same time. But there are a lot a TGE/A users, who could produce very impressive scenes with TGE/A & pureLight.
And you would sell a lot more copies of pureLight... :-)
Greetings
Thomas
Yesterday i tried the Torque3D Demo and i was not very impressed. The Advanced Lighting has a poor performance and the shadows are ugly (they are sometimes noisy).
But when i activated the Basic Lighting in the WorldEditor and disabled SSAO, HDR, Edge Antialisaing, Post FX and Light Rays the performance of the "Burg" level was very good. And i was very impressed about the lighting-possibilities of pureLight.
As far as i know lightmapping is a blending-mode where a lightmap (second uv-set) is only blended over the normal texture (first uv-set) of a object. So lightmapping should not only be possible with shader xy but also with a fixed function pipeline effect (FFP).
My question is: Do you see any chances to prepare pureLight also for TGE? Many users, like me, can not afford T3D and pureLight at the same time. But there are a lot a TGE/A users, who could produce very impressive scenes with TGE/A & pureLight.
And you would sell a lot more copies of pureLight... :-)
Greetings
Thomas
#2
I guess, GG will not help you to modify TGE's renderer.
The performance of lightmap-only levels is always very impressive and the rendering quality is amazing. TGE and pureLight would be perfect but i guess i can forget this dream.
09/30/2009 (2:49 pm)
Sounds bad, very bad. I guess, GG will not help you to modify TGE's renderer.
The performance of lightmap-only levels is always very impressive and the rendering quality is amazing. TGE and pureLight would be perfect but i guess i can forget this dream.
#3
10/01/2009 (12:21 pm)
Well it is possible that they would help us, though with TGE being discontinued, I wouldn't count on it.
Torque 3D Owner Thomas Pittman
-Importing our assets into TGE is problematic as it only supports DTS files.
-I'm not sure if TGE supports multiple UV channels or vertex colors.
-To fully use our lightmaps you do require shader support, as they get tonemapped past the normal 0-1 range. This isn't absolutely necessary though.
-I'm not sure if TGE's material system supports lightmaps or not.
-Combining lightmaps with dynamic lighting would require a number of changes to TGE's renderer from someone who is really familiar with how it works.