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  1. #1
    Quote Originally Posted by Vad View Post
    Yes. Its because of color blending. Objects in demo absolutely white, and they get light color.
    I can now understand what you mean. The lights themselves are the only way to make any objects come visible. It's pretty cool idea and looks to be working well.

  2. #2

    Post Last updates of LightEngine2D

    Last updates of LightEngine2D.

    You can download source code and demos here.

    New in 1.1 version:
    - Added 3 demos.
    - You can create any shapes using le_GetNewGroup:

    (it means that you can combine convex polygones and circles to create shape that you need)
    - Chipmunk physics support (demo3).
    - English comments.
    - uObjectsManager.pas for saving objects in files (demo4).

  3. #3
    LightEngine2D was updated and placed on extras-page

    New in version 1.30:
    -Soft shadows added.
    -Sector lights looks better now.
    -Render optimizations:
    Demo2 with 450 objects (150 circles and 300 boxes) on Radeon 4890HD
    v1.20 - 965fps (render time - 0.91; update time - 0.48 )
    v1.30 - 1148fps (render time - 0.72; update time - 0.49)
    v1.30 (soft shadows) - 834fps (render time - 0.97; update time - 0.81)

    What was new in version v1.20:
    -Updated to ZenGL revision 1045 (camera fixed).
    -Dynamic compilation fixed.
    -Render and processing optimization:
    Demo2 with 450 objects (150 circles and 300 boxes) on Radeon 4890HD
    v1.10 - 425fps (render time - 2.17; update time - 0.70)
    v1.15 - 965fps (render time - 0.91; update time - 0.48 )
    -Direct lights added.
    -Some changes in syntax of API.

    Last edited by Andru; 16-02-2011 at 10:02 PM.

  4. #4
    Thats the definition of awesome!
    From brazil (:

    Pascal pownz!

  5. #5
    Very Awsome!

    This may works with Direct3D and older video cards also? What is the requeriment?

  6. #6
    Quote Originally Posted by wagenheimer
    This may works with Direct3D and older video cards also? What is the requeriment?
    For now there is only OpenGL render, but when I will get more free time, I will start work on Direct3D version But I don't know how it would work on old Intel's(or very low-end videocards), because every light source need it own render target, and this is little bit heavy.

    Update: using internal ZenGL convertation from OpenGL to Direct3D(but it still little bit buggy with depth buffer...) I had have got only ~83 fps on Intel 965 Express in demo01(with 5 light sources), so I think this is definitely not for old Intel i865 and so on, where heavy fillrate will show slideshow
    Last edited by Andru; 17-02-2011 at 12:54 PM.

  7. #7
    Great update!
    The scrolling screen and chipmunk physics code will come handy to me from those demos
    With Intel GMA HD
    GL_RENDERER: Mesa DRI Intel(R) Ironlake Mobile GEM 20100330 DEVELOPMENT x86/MMX/SSE2
    GL_VERSION: 2.1 Mesa 7.9-devel
    on Ubuntu 10.10 I get from 40 on a first demos and 60 on two last ones.

  8. #8
    Quote Originally Posted by gintasdx
    With Intel GMA HD
    Wow, it works on Linux! But under Windows with Intel 965 Express I have no luck to work it with FBO render targets(only black screen)... seems something wrong with this technique in Intel OpenGL drivers under Windows(remembering the first version of LightEngine 2D, I found ridiculous bug with enabling/disabling GL_DEPTH_TEST).
    Last edited by Andru; 17-02-2011 at 08:12 PM.

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