Jump to page content
English English  Polish Polish  Dutch Dutch  Russian Russian  German German  Hungarian Hungarian  Norwegian Norwegian  Swedish Swedish  Finnish Finnish  Romanian Romanian  Spanish Spanish  Portuguese Portuguese  Latvian Latvian 
Homepage
Home
Register
Login

Resources
Forum
Wiki
Servers






rssdl_primitive3DLightAlt (dl_primitive3dlightalt)

Category:script
Author(s):Ren712
Downloads:16
Rate:You need to be logged in to vote
Rating:None (0)
Description:
Resource: dl_primitive3DLightAlt v0.1.6
Author: Ren712

IMPORTANT:
This resource doesn't provide any entity/light sorting, exported functions,
entity limit. It provides classes that can be used in other resources.
Number keys 1 to 0 allow you to create selected entities for testing purposes.

Description:
This resource adds an ability to create simple light sources and more.
The purpose of this resource is to give an efficient alternative to
dynamic lighting resource and introduce deferred rendering
approach. Light (or any other effect) is produced after world is rendered
based on information (scene depth, world normals, texture color) generated before.

More detailed description is presented here:
https://gamedevelopment.tutsplus.com/articles/forward-rend..vs-deferred-rendering--gamedev-12342

The outcome is drawn on dxDrawMaterialPrimitive3D billboard/shape.
You can add virtually limitless number of lights.

Instead of primitive3DLightBasic this provides proper blending with world
texture color and interpolated normals passed by a separate dl_core
resource.

Effects:
CPrmLightDirectionalSpecular - Creates a global directional and specular light
CPrmLightPointWrd - Creates a point light (affects only world).
CPrmLightSpotWrd - Creates a spot light (affects only world).
CPrmLightSpotPedSpecular - Creates a point light and specular that affects only ped
CPrmLightSpotSpecular - Creates a point light and specular light
CPrmTextureProj2Wrd - Creates a projected 2D texture type2 (affects only world).
CPrmLightPointSlice - Creates a point light with defined parts sliced off
CPrmLightSpotSlice - Creates a spot light with defined parts sliced off
CPrmLightPointDiff - Creates a point light (grayscale vertex color, no normals).

Requirements:
Shader model 3.0 GFX, readable depth buffer in PS access.

test.lua lets you create lights in front of the camera view.
...

(more)

Download latest version | Report

Version history

Version Publish Date Changes
0.1.6 2021-10-24 20:09:18 First public release Download