Hi All,
I'm doing this vertex lighting thing and I'm very happy with the results. The shading & shadows on static entities (the set/terrain) look really nice, but I just found out that lighting/shading dynamic objects (tables, chairs, crates) is a different story.
Problem is that dynamic objects are instances made with COPYENTITY. And the obvious problem is that if I alter the vertex colors on ONE mesh, ALL the instances get the same (lighting) effect.
So in stead, I need to use COPYMESH to create unique instances- that can receive individual lighting. But using CopyMESH over CopyEntity has the obvious drawbacks on 100's of entities: More memory, more surfaces => performance hit.
I'm pretty sure I'm falling in an obvious 'vertex lighting' trap here that some of you must have encountered before... Any tips, work arounds, 'magic red buttons' or other advice appreciated.
cheers
Danny
I'm doing this vertex lighting thing and I'm very happy with the results. The shading & shadows on static entities (the set/terrain) look really nice, but I just found out that lighting/shading dynamic objects (tables, chairs, crates) is a different story.
Problem is that dynamic objects are instances made with COPYENTITY. And the obvious problem is that if I alter the vertex colors on ONE mesh, ALL the instances get the same (lighting) effect.
So in stead, I need to use COPYMESH to create unique instances- that can receive individual lighting. But using CopyMESH over CopyEntity has the obvious drawbacks on 100's of entities: More memory, more surfaces => performance hit.
I'm pretty sure I'm falling in an obvious 'vertex lighting' trap here that some of you must have encountered before... Any tips, work arounds, 'magic red buttons' or other advice appreciated.
cheers
Danny