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Author Topic: Lighting and primitives  (Read 727 times)

keeperofstars

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Lighting and primitives
« on: Sep 14, 13, 08:54:19 PM »

So was doing some reading and hit this line or statement.

Lights DOUBLE the number of primitive on every asset instance that is affected by that light
from here
http://wiki.heroengine.com/wiki/Controlling_Frame_Rate_%28FPS%29

Now my question is does it affect all the primitives or just the ones the light touches?

So if we have a light post and it touches the left side of a large building, so we can llight up the alley way, does that light only double the primitives in the sphere of influence for the light, or does it cause the entire building's prim count to double?



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HE-Cooper

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Re: Lighting and primitives
« Reply #1 on: Sep 15, 13, 12:15:03 AM »

I think you're using things like lighting and shadows as a multiplier of draw calls to be the primary concern.
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keeperofstars

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Re: Lighting and primitives
« Reply #2 on: Sep 15, 13, 01:26:13 PM »

So I have a large building that is a bit high on prim counts lets say 10k cause it's fairly large and complex, if the light touches just the left corner does it cause the building to cost 20k.

or just the prims that it touches so lets say 11k?

I know the real time shadows etc tend to be more of a load, but it's night time so the shadows in the scene would be few and far, but tossing another 10k prims into the scene cause the light barely touches the edge of the building makes a huge difference in respect to where and how the lights get placed.
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