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SFML projects / Re: SFML Light System - Let There Be Light
« on: March 27, 2012, 03:13:44 am »
You mentioned multiple quads with light systems in each, are you trying to draw multiple, separate light systems at once? If so, I can add support for that, it is not a big change.
That is exactly what i am doing
If everything is properly encapsulated, that should work automatic, if it works for one case, it should work for all..
I want to have rectangles, with any proportions, which act as boundaries for the light system quad tree. Lights may go out of the rectangle, but will not lose the normal proportions, whatever the rectangle is.. This is because i have arbitrary sized streaming regions. They are pretty big, so i need to make a clear separation, and fast enabling/disabling of a region.
Plus, I don't get it about the views, what is written in the manual. The view should be synced in lighting and in world... This is exactly what i dont want, why would the light follow the view as some kind of ui? that doesn't make sense to me, if the world view moves, it simply sees another part of the lighting system, what if i have my regions with different systems, all in screen at once with a large zoom out?
That is exactly what i am doing
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I want to have rectangles, with any proportions, which act as boundaries for the light system quad tree. Lights may go out of the rectangle, but will not lose the normal proportions, whatever the rectangle is.. This is because i have arbitrary sized streaming regions. They are pretty big, so i need to make a clear separation, and fast enabling/disabling of a region.
Plus, I don't get it about the views, what is written in the manual. The view should be synced in lighting and in world... This is exactly what i dont want, why would the light follow the view as some kind of ui? that doesn't make sense to me, if the world view moves, it simply sees another part of the lighting system, what if i have my regions with different systems, all in screen at once with a large zoom out?