What is the best way to create light without using GL lighting and or polygons with light looking textures on them? Isn’t there a way to cast rays away from the light position or something?
I’m wondering because in the BSP File format it stores “lights” in the entities lump and there is even a seperate lighting lump. I’m just looking for the best way to give the appearance of light.
Erm… Are you sure you want to do ray-tracing, providing you are writing a real-time application?
Well, do you mean, not using the legacy fixed function pipeline of OpenGL? In which case you should turn to vertex/fragment programs But, to my knowledge, there is no native support for doing lighting, by the fixed function pipeline, other than by vertex lights or lightmaps…
Originally posted by PixelDuck: Well, do you mean, not using the legacy fixed function pipeline of OpenGL? In which case you should turn to vertex/fragment programs
Per pixel lighting can be done using the standard fixed pipeline using the GL_DOT3 multitexturing state as well (never seen Doom3 on a gf2mx?)