Talk:Light spot

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Revision as of 20:32, 20 June 2008 by Vecima (talk | contribs)
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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)

Couple problems with this article

under style and pattern is the following note:

Note: Applies only to light entities with a targetname.

however i've been using a light spot with light styles for a while now, and i never named the entity. also, the warning about naming lights is under the episod two update about a hammerid, rather than under targetname where it should be. i'm going to go ahead and correct those. vecima 20:29, 20 Jun 2008 (PDT)

actually forget that, the page is made up of some funky code that i don't want to mess with for fear of breaking it. could someone who knows what they're doing update this?