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Author Topic: keeping the light on  (Read 762 times)
mrbdrm
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« on: September 24, 2009, 12:34:25 AM »

Hi
i notice that when the camera dont see the light sorce it's get turned off , now i know that is done for performance , but it's really not good in some cases i want it to stay on until my "camera position" is far enough for the player to see it , is it possible?
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mrbdrm
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« Reply #1 on: September 27, 2009, 04:09:31 AM »

anyone know's anything ?
the forum's are almost dead with minimum response from the engine author
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BigDaz
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« Reply #2 on: September 27, 2009, 10:48:16 AM »

Sorry I'm not sure what the answer is. Lightmapping the world can fix the lighting in place for static objects which keeps the light on all the time, I'm not sure if that's what you're looking for.
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Ron
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« Reply #3 on: September 27, 2009, 01:10:42 PM »

I'm not sure if they turn off or not if there not in the viewport, not sure how you could tell. Also, in the light editor menu, you can set the Fall off to none, does that work?

If it does turn off, you can create a very small additional viewport on the screen in addition to the main camera. Then just keep this viewport focused on the light. You may even be able to cover the viewport with part of your hud/gui, not sure.

Here is a example of creating a additional viewport http://www.gamecore3d.com/forums/index.php/topic,70.msg3119/topicseen.html#msg3119

Also, couldn't resist  Grin


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zknack
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« Reply #4 on: September 29, 2009, 10:29:44 AM »

As BigDaz said- I'm not sure what the answer is.

Unfortunately mrbdrm, if your question is hard to follow from the get go (which yours have been),
it does lower the amount of attention.

The engine authors on any game engine are rarely very 'active' on the forums. This isn't new.

I do wish there was more activity, but it seems to come & go in waves. *cue shrug* Not sure why.

I think the best recommendation thus far is from Ron- and that's to use lightmaps.  If you want to
get *really* creative, you can lightmap things at a distance and then have the 'up-close' level of detail
object mesh have realtime lighting..

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mrbdrm
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« Reply #5 on: September 30, 2009, 08:58:58 AM »

thank you guys for the replay
well this thing is really annoying and using lightmap's is not what i want .
im sure there is an option for this becuse ive never seen a game use it "in far distance yeah but not that close"
i mean the sun light doesnt go of if your not facing it , i want the same for the point & spot light two
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gekido
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« Reply #6 on: September 30, 2009, 03:48:54 PM »

The sunlight does not turn off because it is a directional value and is applied uniformly across the entire scene.  A directional light has no position to be 'off screen', since it is only uses rotational information.

lights (point lights / spotlights etc) do NOT turn themselves off automatically when they are offscreen.  I just tested this myself with a number of different scenarios.

What might be occuring is that you are running into the 'max lights per mesh' situation or something else - basically the renderer determines which are the 8 closest lights to the center of the object and those lights are applied, other lights are ignored unless you use lightmapping.
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mrbdrm
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« Reply #7 on: October 01, 2009, 05:53:40 AM »

Hi
i tryed to delete the world and make another one and the problem is gone , tho i only get it if the shadow quality is high , but not anymore
thank you guys for helping me
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