Talk:Light spot: Difference between revisions

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:For static geometry, they cost the same as a regular light. (If named, they cost the same as a regular named light.) I don't know about dynamically-lit objects (eg, dynamic props, physics props, and NPCs), but going by my recollection of the math involved, I suspect that the cost would be of the same time complexity as for a regular light. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 09:24, 26 Sep 2005 (PDT)
:For static geometry, they cost the same as a regular light. (If named, they cost the same as a regular named light.) I don't know about dynamically-lit objects (eg, dynamic props, physics props, and NPCs), but going by my recollection of the math involved, I suspect that the cost would be of the same time complexity as for a regular light. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 09:24, 26 Sep 2005 (PDT)


==Making light_spot bloom?==
Anybody know how to make a light_spot bloom (HDR) or have a link to a doc? I'm having no luck finding a doc myself.
Anybody know how to make a light_spot bloom (HDR) or have a link to a doc? I'm having no luck finding a doc myself.
(Part of my map has a darkish sloped hallway, and I'd like to have the bright light at the top of the hall (the only lightsource) bloom for players who are looking at it/moving up the ramp.)
TY[[User:Hovis|Hovis]] 10:37, 26 Dec 2007 (PST)

Revision as of 11:37, 26 December 2007

Is there any rendering cost in having lots of static spotlights in one room? I'm wondering about the (nifty) directional lighting they do on models etc.... --Cargo Cult 06:24, 26 Sep 2005 (PDT)

For static geometry, they cost the same as a regular light. (If named, they cost the same as a regular named light.) I don't know about dynamically-lit objects (eg, dynamic props, physics props, and NPCs), but going by my recollection of the math involved, I suspect that the cost would be of the same time complexity as for a regular light. —Maven (talk) 09:24, 26 Sep 2005 (PDT)

Making light_spot bloom?

Anybody know how to make a light_spot bloom (HDR) or have a link to a doc? I'm having no luck finding a doc myself. (Part of my map has a darkish sloped hallway, and I'd like to have the bright light at the top of the hall (the only lightsource) bloom for players who are looking at it/moving up the ramp.)

TYHovis 10:37, 26 Dec 2007 (PST)