Horde3D

Next-Generation Graphics Engine
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PostPosted: 26.08.2010, 14:32 
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Joined: 08.06.2010, 14:17
Posts: 63
Here's what I'm trying to do: I have two deferred lighting contexts, classic LIGHTING and AMBLIGHT, which is ambient light not affected by surface normal. So far, good.
Now, I need to render ambient lights to separate buffer. But <DoDeferredLightLoop context="AMBLIGHT"/> instead of only drawing lights with amblight context, also draws normal ones, that appear as amblight. If I use a separate shader that doesn't have LIGHTING context, Horde3D will crash the moment any light using this context appears on the scene.

Any way around this?


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PostPosted: 26.08.2010, 20:43 
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Joined: 10.09.2006, 15:52
Posts: 1217
The common way in horde to include/exclude objects in a rendering pass is using the material classes. As deferred lights need to have a material anyway, it should be straightforward to add a class parameter to the DoDeferredLightLoop pipeline command.

worstplayer wrote:
f I use a separate shader that doesn't have LIGHTING context, Horde3D will crash the moment any light using this context appears on the scene.

This is definitely a bug, if a context is not available the object should be ignored. Do you have a simple repro case for that crash?


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PostPosted: 26.08.2010, 21:59 
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Joined: 08.06.2010, 14:17
Posts: 63
I'm a moron.

While trying to make a repeatable example, I noticed something: I used an old version of H3D. It works perfectly in latest svn (257 I think).
Maybe it was somehow related to this?.

Sorry for the false alarm. :oops:


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PostPosted: 26.08.2010, 22:13 
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Joined: 10.09.2006, 15:52
Posts: 1217
Don't worry ;)
And thanks for trying to create the repro case.


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