PlayerOne
Member
To make a long story short I followed the lighting tutorial by Talent Lost and I ran into a bit of stumbling block.
Everything works as intended but I use large rooms. Since I'm creating surfaces at the start of these rooms to make this lighting system to work by the room width and height the frame rate chugs to a crawl. In theory I thought of a way to do this and that is to create a surface "filter" of sorts on the gui layer. While I can draw surfaces it doesn't draw the lights I put in the room when doing this. I'm thinking I would have to update the surface in some way for that to happen.
Is there a method to updating the surface "filter" to ensure the lights do appear within camera range or do I have to draw the entire surface of the room in a single go? If the latter I'll have to scale back the rooms to compensate for this issue.
Any input is appreciated.
Everything works as intended but I use large rooms. Since I'm creating surfaces at the start of these rooms to make this lighting system to work by the room width and height the frame rate chugs to a crawl. In theory I thought of a way to do this and that is to create a surface "filter" of sorts on the gui layer. While I can draw surfaces it doesn't draw the lights I put in the room when doing this. I'm thinking I would have to update the surface in some way for that to happen.
Is there a method to updating the surface "filter" to ensure the lights do appear within camera range or do I have to draw the entire surface of the room in a single go? If the latter I'll have to scale back the rooms to compensate for this issue.
Any input is appreciated.
Attachments
-
26.3 KB Views: 27