Guppy Posted August 21, 2014 Share Posted August 21, 2014 While solving having only one camera shared between c++ and lua I came across something strange - all lights seem to be registered as cameras as well. Now I suspect that this has "something" to do with the deferred rendering, I was just hoping somebody could shed some light on what that "something" is Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
Josh Posted August 21, 2014 Share Posted August 21, 2014 Lights render shadowmaps, which use a lot of the same code as normal rendering. So yes, lights are cameras. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 21, 2014 Share Posted August 21, 2014 If you want to know the amount of lights or camera's you can make use of these: const int Object::CameraClass = 3; const int Object::DirectionalLightClass=4; const int Object::SpotLightClass=5; const int Object::PointLightClass=6; Quote Link to comment Share on other sites More sharing options...
macklebee Posted August 22, 2014 Share Posted August 22, 2014 Yeah it was news to me as well - guess I never looked closely at the Command Reference page that shows the class hierarchy. And with the new changes to Entity:GetCulled(), you have the starting point for a game like Thief where it indicates if the player is in shadows or light. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
gamecreator Posted August 22, 2014 Share Posted August 22, 2014 You mean like MexSource was looking for? http://www.leadwerks.com/werkspace/topic/10198-get-shadow-info-for-stealth-game-thief-like/ Quote Link to comment Share on other sites More sharing options...
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