SarperSoher Posted November 14, 2013 Share Posted November 14, 2013 Geometry created with CSG does not support dynamic lighting. It would be really useful if we could export our bsp maps as meshes and import them back into the engine as mdl's so we can use dynamic lighting and all the other goodies that come with it like normal mapping, specular mapping etc. Link to comment Share on other sites More sharing options...
Josh Posted November 15, 2013 Share Posted November 15, 2013 This is actually controlled in the material files. Materials can use static or dynamic lighting. 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...
SarperSoher Posted November 15, 2013 Author Share Posted November 15, 2013 For some reason only directional lights effect the scene dynamically, spot and points lights only effect the static lightmap. Is this due to the shader not supporting those light types? I'm using the default dynamic shaders. Link to comment Share on other sites More sharing options...
Josh Posted November 15, 2013 Share Posted November 15, 2013 Please post your map file so we can look at it. 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...
SarperSoher Posted November 15, 2013 Author Share Posted November 15, 2013 Here is all the files I use + the scene attached as a rar file. Problems - Spot and point lights do not effect the material at all in dynamic mode. - Directional light effects the scene but bsp does not cast dynamic shadows. - When a model is put into the scene, model cast dynamic shadows but again this dynamic shadow only gets effected by a directional light. - Model casts the shadow even when there is no directional light. If there is no light in the scene, what produces this shadow? Please let me know if you require anything further. Thanks! Link to comment Share on other sites More sharing options...
Josh Posted November 15, 2013 Share Posted November 15, 2013 You're right. Something is wrong, probably the light data not being fed to the shader...I'm using the same code for Leadwerks 3.0 and the 3.1 beta, and using macros to switch between the two and it appears something got overlooked in the new update. Let me investigate... 1 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...
Josh Posted November 15, 2013 Share Posted November 15, 2013 Okay, I made a fix so hidden lights would not be renderered, but I accidentally forgot the "!" in front of the if condition. This only affects the PC/Mac version. 1 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...
SarperSoher Posted November 15, 2013 Author Share Posted November 15, 2013 Perfect thanks, so do we get this bugfix with 3.1? Link to comment Share on other sites More sharing options...
Josh Posted November 15, 2013 Share Posted November 15, 2013 No, you get it in about 30 minutes. 1 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...
Josh Posted November 16, 2013 Share Posted November 16, 2013 I'm going to upload this tomorrow morning. I don't like putting out an update before I got to sleep. 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...
SarperSoher Posted November 16, 2013 Author Share Posted November 16, 2013 I downloaded the latest update. The problem continues. I can see the dynamic light of the spot and point light in the editor but they have no effect when I save my scene and run the game, they disappear. BSP still does not cast any dynamic shadows. Another strange behaviour, spot and point lights don't have any effect on normal maps. As if normal maps don't use the light information, they don't change any direction based on the light angle. Again, I'm using all dynamic shaders, dynamic material, dynamic shadow casting bsp. Link to comment Share on other sites More sharing options...
SarperSoher Posted November 16, 2013 Author Share Posted November 16, 2013 Here is a screenshot showing the dynamic shadow problem. All uses the same material. Ground and the pillar in the middle are BSP. Planes are mesh. Link to comment Share on other sites More sharing options...
Josh Posted November 16, 2013 Share Posted November 16, 2013 BSP objects will likely never cast dynamic shadows because they are meant to be used as static level geometry. The upcoming OpenGL 4 renderer does away with this distinction and just uses uniform dynamic lighting on everything. The OpenGL 2 renderer was created because hundreds of people told me they wanted something with lower hardware requirements. It turns out those people were basically lying, because they lost interest when they realized I couldn't magically make their low-end computers render the level of graphics they expected from Leadwerks; what they really wanted was Leadwerks graphics running fast on their low-end machines, which was impossible. 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...
beo6 Posted November 16, 2013 Share Posted November 16, 2013 Hey! I am not lying. I never expected LE2 graphics but at least working and fast graphics. And I am still interested. Link to comment Share on other sites More sharing options...
Josh Posted November 16, 2013 Share Posted November 16, 2013 I mean, as a group overall of course. A lot of people in the Blitz forum swore they would buy it if the requirements were lower. I've learned since then not to listen to them. 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...
macklebee Posted November 16, 2013 Share Posted November 16, 2013 yes, you should have listened to the majority of users here that could actually use LE2 that wanted the focus of LE3 to still be the advanced graphics... 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...
Josh Posted November 16, 2013 Share Posted November 16, 2013 To some extent, yes, but that also would have achieved zero growth. I think the winning combination is good graphics with a good editor. 2 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...
nate066 Posted November 16, 2013 Share Posted November 16, 2013 So in le 3.1 there's no need to light map objects because everything uses dynamic light? Link to comment Share on other sites More sharing options...
Josh Posted November 16, 2013 Share Posted November 16, 2013 It uses an OpenGL 4 deferred renderer with full dynamic lighting. Like the Leadwerks 2 renderer, but better. 2 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...
Recommended Posts