Author Topic: Lighting issues  (Read 1051 times)

Hello everyone! All or many care about this topic. But not many people have seen similar questions. Perhaps I live in a cave and did not find any, but still. You all know about the problems with lighting. Especially if you put two different sources of light nearby. On other occasions corrupted the look I will not even talk. The problem becomes more frustrating when the colors are mixed. When shaders is on - problem is solved of course, but only partly. I still suffer a question, when there is a free moment - this is the final version of the lighting in the game or it will be improved and perfected?

In fact, I very much hope that the hundreds of projects not yet started will find a beautiful view, due to corrections, unless of course they will. Then the game becomes a lot more players.

The question - what is missing the game, the first thing I tell you - the right lighting. Thanks for giving me your time!

Dont put them nearby?

I dont understand the real problem.

You have to describe the problem or at least give pictures so we can understand what the problem is.


If shaders were to be extended to point lights also, then any normal computer would not be able to handle it.

Light doesn't "spread via walls", they just don't cast any shadows.

Typical situation
The reason individual lights doesn't cast shadows is explained by kompressor in this post here.
Re: 2012/02/05 - Shadows and Shaders vs. Interiors and Terrain [Fan Art Too]
Quote from: kompressor
We have to rerender the whole scene at least twice for every shadow casting light source. Imagine taking your framerate and dividing it by (4 + # of shadowcasting lights * 2). In other words, if you get 60fps right now, you would get 6 fps with just one or two shadowcasting lights.

So we are going to just do one directional light for now. Maybe eventually we will allow multiple lights to cast shadows.