rssdr_lightManager (dr_lightmanager)
Category: | script |
---|---|
Author(s): | Ren712 |
Downloads: | 1781 |
Rate: | You need to be logged in to vote |
Rating: | 5 (3 Votes) |
Description:
This resource is discontinued. You will find an improved solution at here: https://community.mtasa.com/index.php?p=resources&s=de..p;id=18512
Resource: dr_lightManager v0.1.2
Author: Ren712
Description:
This resource adds an ability to create simple light sources.
The purpose of this resource is to give an efficient alternative to
dynamic lighting resource and introduce a new deferred rendering
approach. Instead of applying shaders to world textures, I have decided
to recreate needed information from scene depth to apply effect post world
(drawn on materialLine3D billboard). You can add virtually
limitless number of lights. In order to work the effects
require shader model 3 GFX with readable depth buffer support.
Effects:
CMatLightPoint - Creates a point light.
CMatLightSpot - Creates a spot light.
dependent resources:
projectile lighting: http://community.mtasa.com/?p=resources&s=details&id=15980
vehicle lighting: http://community.mtasa.com/?p=resources&s=details&id=15979
flashlight: http://community.mtasa.com/?p=resources&s=details&id=15981
required resource:
dr_rendertarget: http://community.mtasa.com/index.php?p=resources&s=det..p;id=15965
optional resources:
dr_blendShad: http://community.mtasa.com/index.php?p=resources&s=det..p;id=15970
dr_shader_detail: http://community.mtasa.com/index.php?p=resources&s=det..p;id=15968
Exports:
Exported functions have conforming input to the ones of dynamic_lighting
resurce, the main difference is that color is represented by int(0-255) instead
float(0-1) https://wiki.multitheftauto.com/wiki/Resource:Dynamic_lighting
Look into c_exports for details....
(more)
Resource: dr_lightManager v0.1.2
Author: Ren712
Description:
This resource adds an ability to create simple light sources.
The purpose of this resource is to give an efficient alternative to
dynamic lighting resource and introduce a new deferred rendering
approach. Instead of applying shaders to world textures, I have decided
to recreate needed information from scene depth to apply effect post world
(drawn on materialLine3D billboard). You can add virtually
limitless number of lights. In order to work the effects
require shader model 3 GFX with readable depth buffer support.
Effects:
CMatLightPoint - Creates a point light.
CMatLightSpot - Creates a spot light.
dependent resources:
projectile lighting: http://community.mtasa.com/?p=resources&s=details&id=15980
vehicle lighting: http://community.mtasa.com/?p=resources&s=details&id=15979
flashlight: http://community.mtasa.com/?p=resources&s=details&id=15981
required resource:
dr_rendertarget: http://community.mtasa.com/index.php?p=resources&s=det..p;id=15965
optional resources:
dr_blendShad: http://community.mtasa.com/index.php?p=resources&s=det..p;id=15970
dr_shader_detail: http://community.mtasa.com/index.php?p=resources&s=det..p;id=15968
Exports:
Exported functions have conforming input to the ones of dynamic_lighting
resurce, the main difference is that color is represented by int(0-255) instead
float(0-1) https://wiki.multitheftauto.com/wiki/Resource:Dynamic_lighting
Look into c_exports for details....
(more)