rssdl_primitive3DLightAlt (dl_primitive3dlightalt)
Category: | script |
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Author(s): | Ren712 |
Downloads: | 149 |
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Rating: | 4 (1 Vote) |
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)
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)
Version history
Version | Publish Date | Changes | |
---|---|---|---|
0.1.6 | 2021-10-24 20:09:18 | First public release | Download |