Honest question, how is that different to just keep some of the lights at energy 0 and turn them on at some points? is this proposal faster or something?
cheers Daniel Salazar 3Developer.com On Mon, Jun 20, 2011 at 5:51 PM, Daniel Stokes <[email protected]> wrote: > To clarify this is for the Cucumber Summer of Code branch, and by "we" I > mean myself, my mentor, and a few other members of the community. > > On Mon, Jun 20, 2011 at 3:36 PM, Daniel Stokes <[email protected]> wrote: > >> After some discussion yesterday, we came up with a plan for dynamically >> adding lights while in the Blender Game Engine. The problem is the shader >> code currently relies on Blender light objects, and recompiling it is too >> slow to do frequently in the BGE. >> >> So the plan is to create a user settable number of Blender lights and put >> them into the blender scene during the conversion process. At this time the >> shaders can be recompiled to so they include this pool of lights. From >> there, whenever a Ketsji light is dynamically added, it can "borrow" one of >> these Blender lights so it can affect the compiled shaders. These lights >> will be distributed on a first come first served basis. When a Ketsji light >> is done with a Blender light, the "borrowed" Blender light's energy can be >> set to 0 to avoid affecting the scene. >> >> When the engine is done running, it of course will remove these added >> Blender lights. >> >> I am sending this to the mailing list for review and feedback. >> >> Thanks, >> Daniel Stokes >> > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
