O.K. Unreal Tournament works great in software mode (for some reason). All the coloured lights give an ominous look to all their suroundings.
In OpenGL it's the same way but WAY to dark and EXTREMELY slow.
In D3D the framerate is what you'd expect, so I usually use that.
NOW: here's the strange thing.
In D3D 16bit colour the lights colour the walls and the ground but it's a very simple way of colouring. It doesn't cast soft pools of light/shadow like it does in Software or OGL.
PLUS, the sky just looks like the inside of a box with textures mapped onto it.
In 32bit the lights don't colour the environment at all (but in a way I still like it better than 16 bit with the simple lighting). I've tried it with the dynamic lighting on and off and it doesn't make an difference.
Is there any way to get the lighting to work right in D3D?
I don't have any hope that they'll get OGL working fast enough to be playable.
In OpenGL it's the same way but WAY to dark and EXTREMELY slow.
In D3D the framerate is what you'd expect, so I usually use that.
NOW: here's the strange thing.
In D3D 16bit colour the lights colour the walls and the ground but it's a very simple way of colouring. It doesn't cast soft pools of light/shadow like it does in Software or OGL.
PLUS, the sky just looks like the inside of a box with textures mapped onto it.
In 32bit the lights don't colour the environment at all (but in a way I still like it better than 16 bit with the simple lighting). I've tried it with the dynamic lighting on and off and it doesn't make an difference.
Is there any way to get the lighting to work right in D3D?
I don't have any hope that they'll get OGL working fast enough to be playable.
Comment