Strictly, the first seven lights as one is reserved for the default "headlamp". Only a better video card would offer more preview lights, and even the best doesn't go above 16 as far as I know.
If you go to Help>Troubleshooting>About Your Video Card it will tell you how many lights are supported. Mine, a GeForce GT 640, only supports 8 (including the headlamp, I guess). Don't know which ones will go higher, though.
Yippee, mine is 16. But what the heck is a pixel buffer size? Mine says not enabled. Should I be an enabler?
EDIT- this my Samsung laptop. It's an older one, too, so I was suprised. Not OLD, about when Windows 7 came out a few years ago. Go Samsung! Now I'm curious as to what's on my Dell.
Current OpenGL Version:
2.1.0 - Build 8.15.10.2202
And is 8 high or low for number of texture units? (and what does THAT mean?)
Don't know what it means... But mine is 4, so I'd say yours is probably on the high side. Interesting...integrated graphics cards are usually not recommended, but I guess they have some advantages too...or at least the variety you have. :) (The reason they aren't recommended is that they share the computer's memory, whereas dedicated graphics cards have their own memory)
Yippee, mine is 16. But what the heck is a pixel buffer size? Mine says not enabled. Should I be an enabler?
EDIT- this my Samsung laptop. It's an older one, too, so I was suprised. Not OLD, about when Windows 7 came out a few years ago. Go Samsung! Now I'm curious as to what's on my Dell.
Current OpenGL Version:
2.1.0 - Build 8.15.10.2202
OpenGL Provider:
Intel
Hardware:
Intel(R) HD Graphics
Features:
MultiTexturing
Supported
Shadow Map
Supported
Hardware Antialiasing
Supported
OpenGL Shading Language
Supported
Pixel Buffer
Supported
Pixel Buffer Size
Not Enabled
Maximum Number of Lights
16
Number of Texture Units
8
Maximum Texture Size
4096 x 4096
nya na na nya na!!!!
you get more lights, my textures are bigger!!!
Oh, BE that way. :) But I see you're "deprived" of that same pixel buffer size thingie, which I still have no idea what that is. And of course, the texture stuff either, lol!
And is 8 high or low for number of texture units? (and what does THAT mean?)
It's Gaming thing, 8 Full textures up to the File size can be loaded at one time for Fast Rendering in 3D games. Should translate to more in your Viewport in DS as well.
Number of Texture Units:
The maximum number of texture units that can be active on the card. This is the maximum number of images that can be used when drawing a single material. For example, a texture map would require a unit, a transparency map would require a unit, a shadow map would require a unit, and a bump map would require a unit - totalling 4 texture units - if your card supports less than this number, than some of these maps will not be applied in the interactive view, or hardware renders.
That sounds like pretty much all the maps we use but my question is does that mean just the various maps for 1 mesh or does having enough for 4 maps cover the various maps for each of your objects? In other words you have all 4 maps on your Genesis character and all 4 maps on his shirt. Is that 8 maps or 4? If it's 8 then what about the pants?
Yep, as Richard says its Total Maps per material zone for each item in the scene. But keep this in mind as well, as Graphic Ram is used to hold the textures cards will auto reduce the display quality of the textures and size of the files depending on the Depth of the view port. Far items do not need the detail that Closer items do in a OpenGL viewport. That is why items can look flat until you Render and send the Full texture and Settings to the DS Render Engine 3DeLight.
Comments
The OpenGL viewport will only Support 8 lights at a time. All lights will render when a Full 3Delight render is done.
Hello,
that means that when I am building a scene I will only see the first 8 lights I put in the scene?
Is there a way to increase this number?
Nope, but you can look through a light and SEE what it is pointing at. It's in the Same Drop down as the Perspective view and Cameras.
Strictly, the first seven lights as one is reserved for the default "headlamp". Only a better video card would offer more preview lights, and even the best doesn't go above 16 as far as I know.
Thanks guys.
Do you know which cards offer more lights, or where I can get such info?
You got me. I didn't even know 8 was not the top possible.
If you go to Help>Troubleshooting>About Your Video Card it will tell you how many lights are supported. Mine, a GeForce GT 640, only supports 8 (including the headlamp, I guess). Don't know which ones will go higher, though.
Yippee, mine is 16. But what the heck is a pixel buffer size? Mine says not enabled. Should I be an enabler?
EDIT- this my Samsung laptop. It's an older one, too, so I was suprised. Not OLD, about when Windows 7 came out a few years ago. Go Samsung! Now I'm curious as to what's on my Dell.
Current OpenGL Version:
2.1.0 - Build 8.15.10.2202
OpenGL Provider:
Intel
Hardware:
Intel(R) HD Graphics
Features:
MultiTexturing
Supported
Shadow Map
Supported
Hardware Antialiasing
Supported
OpenGL Shading Language
Supported
Pixel Buffer
Supported
Pixel Buffer Size
Not Enabled
Maximum Number of Lights
16
Number of Texture Units
8
Maximum Texture Size
4096 x 4096
And is 8 high or low for number of texture units? (and what does THAT mean?)
Don't know what it means... But mine is 4, so I'd say yours is probably on the high side. Interesting...integrated graphics cards are usually not recommended, but I guess they have some advantages too...or at least the variety you have. :) (The reason they aren't recommended is that they share the computer's memory, whereas dedicated graphics cards have their own memory)
Aside from OpenGL version and the maximum image size your card has better numbers than mine - though how much that means is open to question.
nya na na nya na!!!!
you get more lights, my textures are bigger!!!
Oh, BE that way. :) But I see you're "deprived" of that same pixel buffer size thingie, which I still have no idea what that is. And of course, the texture stuff either, lol!
From further down the screen:
That sounds like pretty much all the maps we use but my question is does that mean just the various maps for 1 mesh or does having enough for 4 maps cover the various maps for each of your objects? In other words you have all 4 maps on your Genesis character and all 4 maps on his shirt. Is that 8 maps or 4? If it's 8 then what about the pants?
It's per material, so it would allow four maps for the face, four maps for the lips, for maps for the back of the head, etc.
Yep, as Richard says its Total Maps per material zone for each item in the scene. But keep this in mind as well, as Graphic Ram is used to hold the textures cards will auto reduce the display quality of the textures and size of the files depending on the Depth of the view port. Far items do not need the detail that Closer items do in a OpenGL viewport. That is why items can look flat until you Render and send the Full texture and Settings to the DS Render Engine 3DeLight.