hmmmm...
I don't think Real-time vertex lighting will work. I am trying it on a map of 5400 polys, and it crawls.
I didn't want to use GL lights because they can't be combined with vertex lights. But then I realized that we could render the vertex-lit object with lights disabled, then render it a second time with lights enabled for dynamic weapon flashes.
CSG brushes are still best off using decal lights, because brushes tend to be large flat surfaces that would look funny with vertex lights. Also, they tend to have fewer vertices, so the UV calculations will not be time-consuming.
I think next up is going to be textures, because I can't really do lights or lightmaps without seeing it with textures.
I don't think Real-time vertex lighting will work. I am trying it on a map of 5400 polys, and it crawls.
I didn't want to use GL lights because they can't be combined with vertex lights. But then I realized that we could render the vertex-lit object with lights disabled, then render it a second time with lights enabled for dynamic weapon flashes.
CSG brushes are still best off using decal lights, because brushes tend to be large flat surfaces that would look funny with vertex lights. Also, they tend to have fewer vertices, so the UV calculations will not be time-consuming.
I think next up is going to be textures, because I can't really do lights or lightmaps without seeing it with textures.