Talk:Light spot: Difference between revisions

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TY[[User:Hovis|Hovis]] 10:37, 26 Dec 2007 (PST)
TY[[User:Hovis|Hovis]] 10:37, 26 Dec 2007 (PST)
== switchable lightmap bug ==
By giving a light_spot a targetname, vrad seems to calculate the lightmap differently. I noticed a distinct lack of light being bounced back from floor to ceiling. By removing the targetname from the light_spot entity, the lightmap is generated properly. --[[User:Beeswax|Beeswax]] 04:02, 29 Mar 2008 (PDT)
: Same error occurs with an ordinary light entity. --[[User:Beeswax|Beeswax]]

Revision as of 05:35, 29 March 2008

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)