Dlights affect the lightmaps, elights do not.  Both are supported on all
hardware source supports.

Dlights can be turned off for performance by using the convar r_dynamic.

By default, HL2 sets r_dynamic 0 for dx7, but you could turn it back on
in your mod (although the user could still turn it back off).



> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59
> Sent: Tuesday, May 24, 2005 9:13 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Using Dynamic Lights: AllocDLight vs
> AllocElight and hardware compatibility
>
> Ok,
> In the past few days people have been asking after seeing
> some of our in-game videos about dynamic lights and their
> overuse. People were worried that low-end or older machines
> would not be able to see the lights, or that they would lag them.
>
> I said that, being the good coder that I am, i would make an
> option to disable dynamic lighting from my MOD itself, or
> make sure that it would have alternatives for older machines.
>
> But i am wondering now exactly how i can achieve this.
>
> Making a convar that prevents creating any DLights in my code
> is a simple thing to do, a matter of minutes really. But i
> was wondering about the possibility of using ELights versus
> DLights, then i realised i didn't really know what the
> difference was, and if one or the other needed Dx9/Dx9
> compatible cards to show up or not.
>
> So my questions are:
> What is the real difference between AllocDlight and AllocElight?
> I remember trying both for muzzleflashing and that ELights
> didn't bounce off walls, but I am not sure of that fact anymore.
> What hardware is needed to run DLights and what hardware is
> needed to run ELights?
> Should i hard code in a convar to turn them off, or will the
> engine take care of managing that for me already?
> Will it affect performance if i call AllocDlight on a machine
> that can't handle them, or will they just not be displayed?
>
> Thanks
> Imperio59
>
>
>
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>
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