To clarify this is for the Cucumber Summer of Code branch, and by "we" I mean myself, my mentor, and a few other members of the community.
On Mon, Jun 20, 2011 at 3:36 PM, Daniel Stokes <kupom...@gmail.com> wrote: > 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