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Farsight Studios
The Pinball Arcade / Farsight Studios
General Illumination
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<blockquote data-quote="Mike Reitmeyer" data-source="post: 8092" data-attributes="member: 132"><p>Most of the mobile platforms don't have the power for dynamic lighting. Although it is being worked on for higher end mobile devices. So the lighting is different on the consoles for CV.</p><p></p><p>We do have dynamic lighting on the consoles, but to handle GI, you would need a few dozen point lights, which becomes really expensive processing wise. There are a few ways to do it, I've been looking into implementing one of those.</p><p></p><p>The texture state method is one way to do it, but I don't think it would look as good as some of the other methods.</p><p></p><p>Since there are 3 separate GI strings for the playfield, you also have an issue of some of the geometry encompasses all 3 strings (like the playfield itself), so just adjusting the ambient light on the whole model won't look right either.</p><p></p><p>Using dynamic point lights in the shaders is possible, but it requires smart light management (you don't want every object having dozens of point light calculations, especially if they aren't in range of the light).</p></blockquote><p></p>
[QUOTE="Mike Reitmeyer, post: 8092, member: 132"] Most of the mobile platforms don't have the power for dynamic lighting. Although it is being worked on for higher end mobile devices. So the lighting is different on the consoles for CV. We do have dynamic lighting on the consoles, but to handle GI, you would need a few dozen point lights, which becomes really expensive processing wise. There are a few ways to do it, I've been looking into implementing one of those. The texture state method is one way to do it, but I don't think it would look as good as some of the other methods. Since there are 3 separate GI strings for the playfield, you also have an issue of some of the geometry encompasses all 3 strings (like the playfield itself), so just adjusting the ambient light on the whole model won't look right either. Using dynamic point lights in the shaders is possible, but it requires smart light management (you don't want every object having dozens of point light calculations, especially if they aren't in range of the light). [/QUOTE]
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The Pinball Arcade / Farsight Studios
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Farsight Studios
The Pinball Arcade / Farsight Studios
General Illumination
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