- Joined
- Feb 4, 2008
- Messages
- 9,451
- Reaction score
- 707
- Points
- 203
Could be. Still tweaking the size and power settings.Are they... a little dim?
Could be. Still tweaking the size and power settings.Are they... a little dim?
I haven't assigned any specific units to it, it's a coefficient in quadratic attenuation - "diffuse=col*(intensity/(pow*dist*dist))".Artlav, a fast question: The power variable of OglcAddLight, is that a certain unit?
If you mean building textures - some of them are physically missing.Just need to get the KSC textures working so I can position them correctly.
Heightmaps are working, but microterrain isn't. The Moon's heightmap is partially blank, so the blanks are filled with random terrain, which is not happening.are heightmaps enabled? i've setup a brand new orbiter folder to test out this and the new beta and the terrain (at least on the moon) is flat (terrain is set to 'on') the most terrain i get is the base crater.
The tiles showed up when I activated the terrain, thanks!If you mean building textures - some of them are physically missing.
If you mean ground texture tiles, then you need to turn terrain on.
The tiles showed up when I activated the terrain, thanks!
Is there a limit on the number of light sources? Almost got all the lights at pad B deployed and positioned correctly. But when I activate an 8th light, the lit up elements disappear. Comes back when the 8th light is shut down.
Yes, 7 user-defined light sources at once. I don't use any fancy technics like deferred shading, so it's more or less the upper limit.Is there a limit on the number of light sources?
OK. That's a problem since each pad use 16 lights mounted on trailers. Each trailer can take two light units each.Yes, 7 user-defined light sources at once. I don't use any fancy technics like deferred shading, so it's more or less the upper limit.
OK. That's a problem since each pad use 16 lights mounted on trailers. Each trailer can take two light units each.
Any way to up the limit?
Fake it
There is deferred shading, there is a light by light calculation. First is troublesome, second is limited. Anything else?Why "Fake it" when you have the majority power of the shader cores? Solution are better solved through GLSL in my opinion than using weird effects to fake appearances.
Solvable and solved:Any way to up the limit?
I think that is acceptable. Thank you for upping the limit!Solvable and solved:
Cost: 2-10% FPS reduction.
Cost: 2-10% FPS reduction.
btw, you can play with it from here: http://orbides.1gb.ru/orbf/ogla-ml_plus.zip (put dll into modules dir).I think that is acceptable. Thank you for upping the limit!
In the file above - permanently, in the next beta - only when there are many lights.Permanently or just when you have that many active light sources?
Uh. I honestly have no idea how to do that - a light is a position and some mathematics, not a mapped texture of some kind.artlav, can you add a texture to the lights?
Uh. I honestly have no idea how to do that - a light is a position and some mathematics, not a mapped texture of some kind.
I can try smoothing the edges of the spotlight.