Hello,

We are developing a commercial game/simulation engine based on OpenSceneGraph. 
We will be using this engine for a driving simulator that takes place in urban 
environments. Right now our most challenging problem is how to implement a high 
performance lighting system without compromising visual quality. 

The first issue was the poor lighting quality offered by fixed function 
pipeline, which we tried to overcome by using per-pixel lighting in shaders.

The second issue we faced was the 8 light source limit of OpenGL. We tried to 
overcome this issue by using either selective lighting or multipass lighting. 
Selective lighting was fast, but introduced visual awkwardness like suddenly 
switching on light sources while navigating the environment. The multipass 
solution was better, but it degraded performance when used in combination with 
shaders.

Since most of the lights in our scene are static (i.e. street lamps), we 
thought about disburdening the gpu by using lightmaps for static light sources. 
Unfortunately, using the lightmap generation offered by modelling tools is not 
an option since our customers will be able to create new environments in a 
custom "map editor" application. We implemented a simple lightmap generator 
which generates a separate lightmap for each drawable and for each light state 
(on/off), but this heavily increased our memory usage. 

We would like to hear your opinions on how we should progress from now on. 
Also, some sources of information regarding the subject will be very much 
appreciated.

Thanks in advance,
Can Hosgor

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=9502#9502





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