thanks, I didn't know about that. One reason you would need that is the renderloops draw things multiple times, and since it's not done for objects, the render priority etc isn't having the right effect.
----- Original Message ----- From: "res" <[EMAIL PROTECTED]> To: "CS developers and users list" <crystal-main@lists.sourceforge.net> Sent: Wednesday, February 27, 2008 7:57 AM Subject: Re: [CsMain] light n values for render > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ On 27.02.2008 16:23, infinity wrote: > In the CS manual it says, or seems to say, that multiple lights can be > available to a shader program, (cg language shaders in my case) like light 1 > color for example Well, "can" does not mean "is" :P In fact, the lightiter step really only provides one light per pass. However, that shortcoming is fixed in the render manager branch. Not sure if/why you need multiple lights, but if you're really adventurous you could play around with the RM branch. ---------------------------------------------------------------------------- ---- > _______________________________________________ > Crystal-main mailing list > Crystal-main@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/crystal-main > Unsubscribe: mailto:[EMAIL PROTECTED] > ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]