Hi,
I am working on an air trafic simulator which uses Ogre 1.7.4 as a rendering engine.
Is there any light limit when using programmable shader ? I know there is a limit of the constant buffer and the calculations per shader type, so because of this I am using 16 lights and per-pixel-shading.
But I would want to see more than 16 lights on. I tried to set MaxLights to 128 (for instance) and use iteration 1 per_n_lights 16, but there are still just 16 visible lights on, even if there are 30 created on the scene.
After 16 lights if I set a next one to visible, one of the currently visible will go off.
I tried to use scene_blend add, but the result is the same.
Am I missing something ?
Thanks,
Robert
Multiple light problem, material iteration, light limit
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robert_sasu
- Google Summer of Code Student

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Multiple light problem, material iteration, light limit
Google Summer of Code 2013 Student
Topic: "DirectX 11 & Tessellation samples"
Project links: Project thread, WIKI page, Code fork for the project
Mentor: Assaf Raman
Topic: "DirectX 11 & Tessellation samples"
Project links: Project thread, WIKI page, Code fork for the project
Mentor: Assaf Raman
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dark_sylinc
- OGRE Team Member

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Re: Multiple light problem, material iteration, light limit
Check OGRE_MAX_SIMULTANEOUS_LIGHTS in OgreConfig.h
The default is 8.
The default is 8.
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dark_sylinc
- OGRE Team Member

- Posts: 5539
- Joined: Sat Jul 21, 2007 4:55 pm
- Location: Buenos Aires, Argentina
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Re: Multiple light problem, material iteration, light limit
Note that the complexity of checking lights becomes O( N*M ) where N is up to OGRE_MAX_SIMULTANEOUS_LIGHTS, and M the number of entities in the scene.