Talk:Light spot

From Valve Developer Community
Revision as of 17:57, 2 August 2011 by Barracuda (talk | contribs) (light_glspot)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

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)

env_tonemap_controller and/or point_spotlight --Mattshu 00:01, 14 January 2011 (UTC)

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?

light_spot illumination issue.

I'm having a problem with this entity in one room of my map - it works in the rest of the level. The props (and player model, including hands) are lit up properly by these lamps, but the geometry itself is not working.

All I can think of is that the sunroof and windows to the skybox are breaking it. There is no leak, mind you. I just don't know why this is happening.

Picture
--Ichverbot 20:57, 25 February 2011 (UTC)

light_glspot

light_glspot redirects here. Should it? If so, we need to explain the differences.--Henke37 05:20, 2 August 2011 (PDT)

glspot would seem to be a legacy GoldSrc entity (GoldSrc having used OpenGL). --Artfunkel 05:40, 2 August 2011 (PDT)
The two entities are exactly the same in Source:
LINK_ENTITY_TO_CLASS( light_spot, CLight );
LINK_ENTITY_TO_CLASS( light_glspot, CLight );
(lights.cpp, line 232) --Barracuda 10:16, 2 August 2011 (PDT)
However, VRAD says "unsupported light entity: 'light_glspot'". --Artfunkel 10:42, 2 August 2011 (PDT)
Yes, that alias exists in the engine only, not in VRAD. But theoretically, you could rename a light_spot to light_glspot after compile and it would work as expected. --Barracuda 10:57, 2 August 2011 (PDT)