| As some might know, both the openGL and DirectX API allow only 8 hardware lights at the same time. All these screenshots from games (like Brothers in Arms I think, anyway it was a WW2 RTS) that had a patch to directx10 when vista came out, showing the awesomeness of bullets that are treated as light sources. But the thing is that no matter how much marketing M$ put into it, it didnt change one fact DirectX could still only have 8 lights switched on at a time, what they did there is they picked out the 8 lights closest to the object being drawn and they illuminated it. Still 8 lights on at the same time, they could as well do it in dx9... see all them feature shots they are showing.. saying eg more realistic water, details on the dark side of the mountain. You can do them all in dx9 and if you have dx11 the game wont suddenly get realistic water and volumetric clouds. You HAVE TO CODE IT ALL. API update WONT DO A THING if you dont code the game again to make use of new features. Theonly thing that could be done in dx10 and not in dx9 was Geometry instacing. So far you can do everything in OpenGL that you can in DX. This is why quake and doom had had revolutionary graphics at their time thanks to John Carmack, and this is why doom 4 will piss all over crysis with its 20GB of textures. Have fun watching, this implementation was made in deffered shading and i didn't use built in lights but i sent them to the shader, This way I can manage up to 128 lights and one object can be ... |