Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Light objects

Mark Zeeman
Registered User
Join date: 1 Apr 2003
Posts: 3
04-19-2003 17:00
Has any body noticed that only objects in motion give off light?

create two spheres side by side, make them both light,and both physics on...

Apply the default rotation script in your inventory to one of them and activate... the one with the motion script will give off light... the other wont
Phil Metalhead
Game Foundry Leaɗer
Join date: 11 Mar 2003
Posts: 291
Re: Light objects
04-19-2003 17:43
From: someone
Originally posted by Mark Zeeman
Has any body noticed that only objects in motion give off light?

create two spheres side by side, make them both light,and both physics on...

Apply the default rotation script in your inventory to one of them and activate... the one with the motion script will give off light... the other wont


i've noticed this too... a good example is the voting booth... it gives off light when you move it, but as soon as you let it go, it ceases to light the area... :(
Misnomer Jones
3 is the magic number
Join date: 27 Jan 2003
Posts: 1,800
04-19-2003 21:17
you probably have local lighting off in your preferences. It runs faster with it off. I have a GF4600Ti and it makes no difference to my gameplay so I set mine on. Default is off.
_____________________
Phil Metalhead
Game Foundry Leaɗer
Join date: 11 Mar 2003
Posts: 291
04-19-2003 21:34
From: someone
Originally posted by Misnomer Jones
you probably have local lighting off in your preferences. It runs faster with it off. I have a GF4600Ti and it makes no difference to my gameplay so I set mine on. Default is off.


negatory. local lighting is on. i make a point of re-setting it after each new client download, as the reinstallation has a habit of resetting my settings :P
Doug Linden
Linden Lab Developer
Join date: 27 Nov 2002
Posts: 179
04-20-2003 09:46
So there are definitely a BUNCH of known bugs in the local lighting code. Unfortunately, I'm not going to make any promises about when they're going to get fixed. :)

A brief history:
I guess this shouldn't have been too much of a shock, but people have been using WAY more lights than we expected them to be. :) Unfortunately, it will require some redesign of our lighting system to correctly handle the higher number of lights quickly - we were rushed for time, and tried to cheat a bit on implementation and design, and got punished for it. :)

Since our baseline frame rate was already pretty low, we decided that the best thing to do would be to turn off the lighting system by default - it was one of the easiest ways to improve our frame rate.

Since most of the work that we've been trying to do has been to improve the experience for all users on all hardware, the reality is that fixing the bugs in an optional effect that we plan to redesign isn't too high right now. :(

We'll get around to working on the lighting system again at some point - it was really cool when it was working properly. And with the new cards coming out with much better vertex shaders and floating point color pipeline, hopefully we'll be able to do a much better job on it. There's ALL sorts of cool things that we've been thinking about doing. Of course, we'll try and make sure it works on lower-end hardware as well. :)

Some of our earlier beta users probably remember the earlier builds where you couldn't turn off lighting OR shadows - try it out someday, and enjoy the slide show. ;) But when they DO work, it's really cool. :)

- Doug
Phil Metalhead
Game Foundry Leaɗer
Join date: 11 Mar 2003
Posts: 291
04-20-2003 16:12
From: someone
Originally posted by Doug Linden
And with the new cards coming out with much better vertex shaders and floating point color pipeline, hopefully we'll be able to do a much better job on it.


Are you insulting my GF4Ti4400? ;)
Mark Zeeman
Registered User
Join date: 1 Apr 2003
Posts: 3
Thanks
04-22-2003 10:02
Thanks for replying Doug, now that I know what causes the lighting issue I'll stop making light objects until the code is set properly! :)