Quote: "Secondly do we now have more than 4 dynamic lights available?"
I'm saying yes by what I'm reading.
[quote=]A new dynamic light that run using a mesh based system, what this means is that lights is now always lit
nomatter how many dynamic lights you have, each mesh on a level can have up to 40 light calculations.
It work by ignoring lights that do not reach a mesh , so on a per pixel basic it know how many lights the pixel have and ONLY process those,
So if you have a screenshot of you level , only the pixel that are actually lit by dynamic lights will do the calculation the rest dont make any calculations,
so you can have one mesh sampling lights from 40 sources and many that have zero light sources , so overall this will be faster and everything will always be lit.
The terrain could get lights comming in from all lights placed on a level, so the terrain ligth is by default set to use a way faster vertex light, but also have a fading system running where it will fade out the lights on the terrain at a distace you can define , this is by default set to the same range as the shadows, but ALL lights within this range will always be lit on the terrain. Also added the possibelity for you to enable the old fading system on the terrain , and also a option to set the terrain to use per pixel lights if you prefer this.
Everything is real-time so all lights on a level can be moved around with no fps drops, if you have moving lights you might consider to use per pixel terrain lights terrainusevertexlights=0 for a more smooth movement.
A new spot light type has been added to the GUI so you can set a dynamic light to a spot light, use "rotate" on the light object to set where the spot points.
The system is made so you can define how you like it to work Speed vs. Visuals. with no shader changes needed.
Added: All per pixel lights now use PBR light reflections.
Added: Setup.ini - maxtotalmeshlights , allow you to define the max number og lights a single mesh can have lit at any time.
Added: Setup.ini - maxpixelmeshlights , allow you to set how many per pixel lights a single mesh can have lit at any time, when this number is exceded everything will switch to way faster per vertex light.
Added: Setup.ini - terrainoldlight , allow you to switch terrain to use the old fading light system, can be faster in some cases.
Added: Setup.ini - terrainusevertexlights , set the terrain only use the way faster per vertex light system.
Added: Setup.ini - maxterrainlights , allow you to set how many lights the terrain can have lit at the same time.
Added: Setup.ini - terrainlightfadedistance , set the fade distance for terrain lights. terrain light fade is only active if you use more then the total , if you use less then all light is always on withut fading at this distance.
Added: Setup.ini - showstaticlightinrealtime , possible to enable static light to always light unless in prebake mode, so you can see the static light while editing, range and intentity is decreased by 30% to try to match lightmapper.
Added: Spot light to all shaders.
Added: Spot light selection box to GUI.
Added: Support for "gun flash light","fireball dynamic light","explosion light". Now use the new light system.
Fixed: pbroverride=0: all those shaders also got support for the new light system.
Fixed: Allow dynamic light to remove shadows.
Default settings:
maxtotalmeshlights=40
maxpixelmeshlights=12
terrainoldlight=0
terrainusevertexlights=1
maxterrainlights=20
terrainlightfadedistance=4500
showstaticlightinrealtime=1
more than what meets the eye.Welcome to SciFi Summer
Windows 7 home premium 64bit gtx770 sc acx 2gb gpu boost 2.0