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Combination of advanced lighting and pureLIGHT

by ilya · in pureLIGHT · 06/09/2011 (6:49 am) · 1 replies

Does the combination of advanced lighting and pureLIGHT mean that primary lighting calculated with dynamic deferred rendering and secondary is static lightmaps? Or anything else? And how it combined with lighting on dynamic objects because they have no lightmaps, isn't it?

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#1
06/09/2011 (8:20 am)
Each light can be marked as being representedInLightmap. When this is set, it will no longer cast dynamic direct lighting on lightmapped surfaces (but it will continue casting dynamic specular lighting, as that is view-dependent and not baked into the lightmaps). When a non-lightmapped piece of geometry (such as your character) casts a shadow onto a lightmapped mesh, the shadow subtracts the amount of dynamic direct lighting from the lightmap that it would have casted onto that surface.

Any light that is not set to representedInLightmap continues to cast lighting as normal upon lightmapped surfaces. So if you have an explosion, flare, flashlight, etc, it will treat lightmapped and non-lightmapped geometry identically.

Non-lightmapped meshes such as your characters are lit and shadowed as they normally would be.