I know, but I am already at the limit concerning framerate.
It's not that bad with the columns, and it would comlicate the engine too much since currently the whole static part is one Mesh, this also saves surfaces.
But anyway, I modded your system in a lot of ways. It is now using a copy of the level mesh that consists only the Tris that are near the player. This hidden (singlesurface) copy is frequently created clusterwise. The engine also dynamicly creates lightemitter, depending on the Character locations. I see, it works pretty good with one light in a scene, also with multiple Casters, but as soon as there are 2 or 3 light that are affecting one or more Character, the Framerate goes real down. So the conclusion is: Create the lights of a level with the realtime lighting system in mind, never position multiple lights too close to one another, unless you won't use them for realtime rendered shadows. At least it was pretty easy to extract the light positions from a gile[s] exported mesh, so maybe I only need to go back to giles and edit the lights. (which is an other issue due to unique loading and redering times of the 2k lightmapsize on a weak machine)
I am still trying to make hte shadows faster. I wonder how they did the shadow system of the hitman 2 engine (something similar, but faster).
It's not that bad with the columns, and it would comlicate the engine too much since currently the whole static part is one Mesh, this also saves surfaces.
But anyway, I modded your system in a lot of ways. It is now using a copy of the level mesh that consists only the Tris that are near the player. This hidden (singlesurface) copy is frequently created clusterwise. The engine also dynamicly creates lightemitter, depending on the Character locations. I see, it works pretty good with one light in a scene, also with multiple Casters, but as soon as there are 2 or 3 light that are affecting one or more Character, the Framerate goes real down. So the conclusion is: Create the lights of a level with the realtime lighting system in mind, never position multiple lights too close to one another, unless you won't use them for realtime rendered shadows. At least it was pretty easy to extract the light positions from a gile[s] exported mesh, so maybe I only need to go back to giles and edit the lights. (which is an other issue due to unique loading and redering times of the 2k lightmapsize on a weak machine)
I am still trying to make hte shadows faster. I wonder how they did the shadow system of the hitman 2 engine (something similar, but faster).