Daniel S. the difference is that this is handled internally by Blender. The user would only need to set the number of extra lights in the UI.
> Honest question, how is that different to just keep some of the lights at energy 0 and turn them on at some points? This is indeed the current workflow (using python to move lamps around to match the position of new lamps). In a way this solution mimic this workaround. So it's not fast (to run), but it's way easier to use. -- Dalai 2011/6/20 Daniel Salazar - 3Developer.com <[email protected]> > 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 > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
