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DirectX8 + Alpha Channels
#24
Spodi Wrote:you just have to decrease the RGB values of every light
Yeah, that it how I was doing it.

Spodi Wrote:By the way, if anyone is interested in doing some dynamic lighting in DX8 + VB6 without removing the TLVertex, check this out:
Optimized vbGORE implementation: http://www.vbgore.com/forums/viewtopic.php?t=6258
Unoptimized stand-alone theory implementation: http://www.vbgore.com/forums/viewtopic.php?t=4709

The first is optimized for vbGORE using minimalist updating, a bit based on vbGORE's engine (size of the screen view, for instance), but can easily be changed to your own. The latter is a stand-alone project that doesn't use much optimizing, but is much easier to read. I recommend checking out at least how I optimized it for vbGORE, and probably even just copying a lot of that code. Keep in mind my vbGORE implementation does not make use of the rest of the map lights which makes it a bit like a software version of hardware lights, but you guys can probably change it without too much effort to work with both. I was just sick of trying to deal with vbGORE's map lights to get it to work. Tongue
Wow! That is exactly what I was looking for. Thanks for posting the source. I can't wait to go through it.
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