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the 8 Light limits - bug or feature? (Wishlist)
the 8 Light limits - bug or feature? // Wishlistsw comitSep 2, 2003, 6:24pm
If your in directX rendering mode, you may have noticed you can only render
8 lights at any given time. If you switch to OpenGL, you can see all the lights in the area. Anyway, if I recall, the 8 light limit wasn't always there (the earlier versions of AW). So what's up? Is it a directX problem? An AW problem? Is it supose to be like this for lag (in which case it should be a client setting)? All I know is that I hate it, because any area of town that's even slightly dense will run into this problem. If anything, it should at least only render the closest lights. I can be in a room with a light, and not see it, but then I lower my vis from 170 to 150 and I can see it...It's also a vandal problem, as some clown could pop in 20 lights so the area couldn't have anymore. - SW Comit tony mSep 2, 2003, 8:20pm
As far as I know, it's always been a RenderWare-imposed limitation.
[View Quote] > If your in directX rendering mode, you may have noticed you can only render 8 lights at any given time. If you switch to OpenGL, you can see all the lights in the area. Anyway, if I recall, the 8 light limit wasn't always there (the earlier versions of AW). So what's up? Is it a directX problem? An AW problem? Is it supose to be like this for lag (in which case it should be a client setting)? All I know is that I hate it, because any area of town that's even slightly dense will run into this problem. If anything, it should at least only render the closest lights. I can be in a room with a light, and not see it, but then I lower my vis from 170 to 150 and I can see it...It's also a vandal problem, as some clown could pop in 20 lights so the area couldn't have anymore. > > - SW Comit > > captain mad mikeSep 2, 2003, 10:45pm
So I guess we should be writing letters to those folks, shouldn't we? The
light limit is frustrating to me, since I either have to sacrifice performance and some graphics glitches in OpenGL mode or go in a light-less AW that otherwise looks good in DirectX mode...and my system can handle way more than 8 lights :/ -CMM [View Quote] lord perceptionSep 7, 2003, 11:51pm
[View Quote]
As I understand it (on my system at least), When rendering under DirectX7
Mode, If more than 8 lights were present, 8 lights will be lit at full brightness and the rest will be dimmed out (but not completely switched off). However under DirectX8 the lights that would otherwise be dimmed out under DirectX7 mode are completely switch off under DirectX8. kahSep 8, 2003, 2:54pm
"sw comit" <swcomit at swcity.net> wrote in
news:3f54fc67 at server1.Activeworlds.com: > If your in directX rendering mode, you may have noticed you can only > render 8 lights at any given time. If you switch to OpenGL, you can > see all the lights in the area. Anyway, if I recall, the 8 light > limit wasn't always there (the earlier versions of AW). So what's up? > Is it a directX problem? An AW problem? Is it supose to be like this > for lag (in which case it should be a client setting)? All I know is > that I hate it, because any area of town that's even slightly dense > will run into this problem. If anything, it should at least only > render the closest lights. I can be in a room with a light, and not > see it, but then I lower my vis from 170 to 150 and I can see > it...It's also a vandal problem, as some clown could pop in 20 lights > so the area couldn't have anymore. It's got to do with hardware T&L limitations and RW being a piece of crap. Most 3D accelerators will only render 8 lights at a time. The normal thing would be to use software ligthing for any additional lights in the scene. RW doesn't. That simple heh. Not sure if this is anything the AWI programmers can deal with (probably not). KAH sw comitSep 9, 2003, 6:58am
You're right, AWI said it's renderware's fault. Course, if I'm not
mistaken, AW is using an older version of renderware. Perhaps they've fixed it, though it probably costs a fortune no doubt =P Regardless, lights really need some kinda of priority, where the closest lights would render first. On a related note, cells closest to you should also download first. X_X at how it seems like the only cell you wanna see loads last, lol. [View Quote] r i c h a r dSep 24, 2003, 7:05pm
3.0 and 3.1 used direct 3d .. correct? they all had huge numbers of
lights.. so did 3.2... i swear this support disappeared in 3.3 + kahSep 25, 2003, 3:06pm
"r i c h a r d" <richard.lazenby1 at ntlworld.com> wrote in news:3f720702$1
at server1.Activeworlds.com: > 3.0 and 3.1 used direct 3d .. correct? they all had huge numbers of > lights.. so did 3.2... i swear this support disappeared in 3.3 + I don't think they used HW t&l, and didn't they upgrade their RW3 version at some point? If Criterion decide to change something, they're stuck with it that way. KAH |