Wintermute Engine Forum

Wintermute Engine => Technical forum => Topic started by: ErV on October 19, 2006, 03:36:27 PM

Title: Global Ambient Lighting
Post by: ErV on October 19, 2006, 03:36:27 PM
Hello.
Is there any way to set "Global Ambient" value? I mean - the amount(color) of ambient lighting for whole scene, not just for a single light. I've already tried to do a simple hack and call IDirect3DDevice8->SetRenderState(D3DRS_AMBIENT, 0xFFFFFFFF). This didn't work. It looks like there is no mention about ambient lighting in documentation. *.3ds files doesn't have "ambient-related" chunks either. In current scene setting up many point lights is not an option.
How problem can be solved?
Title: Re: Global Ambient Lighting
Post by: Mnemonic on October 19, 2006, 05:22:49 PM
Perhaps the omni lights would do the trick?
Title: Re: Global Ambient Lighting
Post by: ErV on October 19, 2006, 09:41:13 PM
Perhaps the omni lights would do the trick?
Omni light is a spot light with an infinite radius, isn't it? Having ambient lighting would be great, since in that case every object is lit equally from all directions. Lack of ambient lighting creates an absolutely black shadows, that exists nowhere in reality, and can be found (probably) only in space/galaxy/some place with no air.
To achive same effect with omni light, ill probably need four or eight of them.