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squall Murakami
Burning SOMETHING
Join date: 5 Sep 2005
Posts: 84
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11-05-2005 19:25
ok, with fullbright, i like the function and all but why do that. I suggest having it so that when you select the material light you dont get a "glow" effect. i also suggest that for things like lights there should be a special thing like llSetLightGlowRadius(-radius in meters-) that would allow people to set an actual glow distance for things like normal lights as opposed to neon lights, as opposed to computer screens as opposed to a candle, and so on. so overall there would be a glow distanc default of 0 but it would be changeable. the only reason i'm suggesting this is for an even more realistic feel to an already incredible game.
Squall
p.s. i'm sorry if this has already been suggested, if not go me for being the first to notice.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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11-06-2005 22:34
the light radius of an object is effected by its size. fullbright was added so people would make their lighting independant prims fullbright instead of light (as lots of lights cause massive lag, fullbright gives the same effect without the massive lag).
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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Zodiakos Absolute
With a a dash of lemon.
Join date: 6 Jun 2005
Posts: 282
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11-06-2005 22:48
Supposedly, SL 2.0 is going to have a completely rewritten rendering engine, and if I read correctly, it will have dynamic lighting (and possibly per-pixel shading). I imagine when that happens, they will change the way things like the 'light' material work completely, possible more in line with what you are suggesting. That's still a long ways off though, I wager.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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11-06-2005 22:53
Part of the problem here lies with backwards compatibility. It kind of reminds me of upgrading the OS of some of my hardware synths and then having certain sounds that sounded just a little bit, but still noticeably different. For that reason, I wonder how backwards compatible Havok 2 will be, or the 2.0 renderer... I'm surprised there wasn't more of a cry-out about shiny after the initial Preview flares, but then again, the new shiny is pretty nice. As are the smoother gradient bands of sky. 
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