People really need to get off their fat & happy complacency. The world moves on, always. You either move with it or you perish. That's all there is to it.
Spoken like a true borg

Great post, and filled in a few knowledge gaps f'r me, too.
Mari
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Marianne McCann
Feted Inner Child
Join date: 23 Feb 2006
Posts: 7,145
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04-04-2008 09:51
People really need to get off their fat & happy complacency. The world moves on, always. You either move with it or you perish. That's all there is to it. Spoken like a true borg ![]() Great post, and filled in a few knowledge gaps f'r me, too. Mari _____________________
![]() "There's nothing objectionable nor illegal in having a child-like avatar in itself and we must assume innocence until proof of the contrary." - Lewis PR Linden "If you find children offensive, you're gonna have trouble in this world " - Prospero Linden |
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Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
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04-04-2008 09:59
You're totally misinterpreting that paragraph. I have no idea where you're getting the idea that lighting avatars was ever in any way supposed to be any different from lighting other objects. .1) "Nearby Lights" is available for any hardware configuration - Everything in-world is lit by sun or moon and up to six nearby light sources 2) "All Lights" is available on systems with GPUs supporting Vertex Shaders - Objects in-world, and terrain, are by sun or moon and all lights - Avatars and attachments, trees and grass are lit by sun or moon and up to six nearby light sources 1) is what we have now and 2) clearly makes a distinction between prims that are lit by *all* lights and avies that are lit by the 6 nearest ones (both in addition to the two default lights). |
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Marianne McCann
Feted Inner Child
Join date: 23 Feb 2006
Posts: 7,145
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04-04-2008 10:12
First of all, I pointed out I wasn't around and that someone would correct it if I got it wrong, which you did .The quote above (dashes and numbers are mine to make the formatting a bit clearer) is from the release notes of 1.9.1, the 1.10 release notes only mention "Nearby Lights". 1) is what we have now and 2) clearly makes a distinction between prims that are lit by *all* lights and avies that are lit by the 6 nearest ones (both in addition to the two default lights). Not tryin to jump on ya, Kitty On May 15th, 2006, Version 1.9.1 was reversioned to version 1.10. As I recall at the time, it was initially a bump from 1.9.0, but the addition of light and flexi caused them to make it 1.10 instead. 1.9.1 was identical to 1.10 as far as lighting goes (as I recall), so what you noted may have just been a language clean up, rather than a change in features. Mari _____________________
![]() "There's nothing objectionable nor illegal in having a child-like avatar in itself and we must assume innocence until proof of the contrary." - Lewis PR Linden "If you find children offensive, you're gonna have trouble in this world " - Prospero Linden |
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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04-04-2008 10:12
2) clearly makes a distinction between prims that are lit by *all* lights and avies that are lit by the 6 nearest ones (both in addition to the two default lights). Pity that it doesn't actually hold up in practical testing... if you want, I can demonstrate what 6 black lights will do to an area lit by artificial lights. By your argument they shouldn't do anything... sadly, 6 black-light prims is all it takes to shut off ALL the local lights. _____________________
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Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
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04-04-2008 10:19
Not tryin to jump on ya, Kitty . I'd rather figure it out than argue over semantics .so what you noted may have just been a language clean up, rather than a change in features. ![]() 1.9.1 -> 1.10 announcement thread (/290/b5/106869/1.html#post1039958) is the closest thing I can currently find that indicates they throttled back what they had planned: * Hardware lighting (albeit not as exciting as the initial implementation) |
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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04-04-2008 10:23
The quote above (dashes and numbers are mine to make the formatting a bit clearer) is from the release notes of 1.9.1, the 1.10 release notes only mention "Nearby Lights". 1) is what we have now and 2) clearly makes a distinction between prims that are lit by *all* lights and avies that are lit by the 6 nearest ones (both in addition to the two default lights). Ooh, good catch. Now that you've quoted that, I do remember those three separate options used to exist. I stand corrected, at least in part. Sorry for the temporary memory lapse from earlier. Here's my best recollection of what was going on then. It was a combination of hardware and software based lighting. When "all lights" was enabled, textures on static items (non-moving objects and terrain) would be baked to show the passive results from any light-emitting objects that were close enough affect them. This theoretically could create the illusion of more lights being present in the scene than OpenGL hardware rendering could support. The eight-light rule could be worked around in this way because no actual light other than from the first eight was really present. The textures were just being altered. In actuality, there would still have been just eight real lights in the scene, but the baked texturing could make it appear like there were more. Good texture artists do this by hand as a matter of course. This was just an option to allow the system to try to do it automatically where applicable. For moving objects (avatars, attachments, trees, grasses), that kind of baking wouldn't be possible, since you'd have to redo it literally every frame. So those items would only be lit by the eight real lights in the scene. What's important to keep in mind is that the eight-light rule was still absolutely in effect, and that the basic system was the same one we're still using now (not counting Windlight). The extra baking was simply an add-on, a software-based illusion. It was not a separate system. I don't recall how well the illusion worked, or how convincing it was. All I know is that when the option disappeared, I didn't really notice. My guess is that it probably never worked well enough to justify the significant extra processing power it had to have required. _____________________
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Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
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04-04-2008 10:27
I don't recall how well the illusion worked, or how convincing it was. All I know is that when the option disappeared, I didn't really notice. My guess is that it probably never worked well enough to justify the significant extra processing power it had to have required. .& sowwies for making you strain your memory trying to recall what options were there two years ago . |
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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04-04-2008 10:33
Thankies for clearing it all up .& sowwies for making you strain your memory trying to recall what options were there two years ago .NP. Thanks for being patient with my faulty memory. ![]() _____________________
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Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested. |