After some discussion yesterday, we came up with a plan for dynamically adding lights while in the Blender Game Engine. The problem is the shader code currently relies on Blender light objects, and recompiling it is too slow to do frequently in the BGE.
So the plan is to create a user settable number of Blender lights and put them into the blender scene during the conversion process. At this time the shaders can be recompiled to so they include this pool of lights. From there, whenever a Ketsji light is dynamically added, it can "borrow" one of these Blender lights so it can affect the compiled shaders. These lights will be distributed on a first come first served basis. When a Ketsji light is done with a Blender light, the "borrowed" Blender light's energy can be set to 0 to avoid affecting the scene. When the engine is done running, it of course will remove these added Blender lights. I am sending this to the mailing list for review and feedback. Thanks, Daniel Stokes _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers