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DoDeferredLightLoop context
http://horde3d.org/forums/viewtopic.php?f=2&t=1235
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Author:  worstplayer [ 26.08.2010, 14:32 ]
Post subject:  DoDeferredLightLoop context

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?

Author:  marciano [ 26.08.2010, 20:43 ]
Post subject:  Re: DoDeferredLightLoop context

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?

Author:  worstplayer [ 26.08.2010, 21:59 ]
Post subject:  Re: DoDeferredLightLoop context

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:

Author:  marciano [ 26.08.2010, 22:13 ]
Post subject:  Re: DoDeferredLightLoop context

Don't worry ;)
And thanks for trying to create the repro case.

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