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 Retained 
  Mode: Lighting 
By: Jack Hoxley 
Written: May 2000 
  Download: 
  
  Rm_lights.Zip 
  (229kb) 
 
Lighting is one of the most crucial 
  parts of a 3D scene; and if used effectively can result in incredibly real or 
  incredibly dramatic looking scenes. Although you've already come across lighting 
  (If you're following the tutorials in order), this feature will explain in depth 
  what lighting is available and how to use it. 
First off, read through these 
  descriptions of the lighting types available. You'll need to have a reasonable 
  idea of what these are when it comes to choosing what sort of lighting you want 
  to use. 
AMBIENT 
  Ambient lighting affects every part of the scene and doesn't cast shadows. It 
  gives the overall scene a colour or brightness. If you had a light-red ambient 
  light in your scene everything would appear a slight tint of red. Ambient lights 
  don't have positions, or orientations as they would have no effect. Multiple 
  ambient lights will combine their colours; ie, if you had a light red and a 
  mid blue ambient light the overall colour would be a magenta-purple. 
SPOT 
  A spotlight emits a cone of light that is more intense in the middle (the Umbra) 
  and less intense on the outside (the Penumbra). These lights will cast shadows 
  and their positions and orientations are important. 
POINT 
  A point light is more processor hungry and therefore should only be used when 
  necessary. A point light emits light equally in every direction from it's position; 
  because of this it results in a much better quality image. 
DIRECTIONAL 
  A directional light source is often used to simulate lights that are a very 
  long way away from the scene; such as the sun or stars. A directional lightsource, 
  like an ambient one, illuminates all objects with an equal intensity. 
PARALLEL POINT 
  A parallel point light isn't as processor hungry as the normal point light, 
  instead is about as processor hungry as a directional light source. A parallel 
  light illuminates all faces of visual objects that are parallel to itself. 
Now you know roughly what each 
  light source is and what it does you can move onto the next step. This is another 
  list of things that you need to bare in mind when using lighting: 
CHANGES TEXTURES 
  Lighting changes textures; this should be fairly obvious though. If you're using 
  textures and/or materials you should bare in mind that the lights will change 
  the colour; especially bare this in mind when things dont appear quite as they 
  should - too dark, wrong colour etc... 
WHERE TO PLACE THEM 
  Lighting requires thought. Using few effectively is much better than using lots 
  ineffectively. If you are making a game lighting can make or break your level 
  design. Before coding the lights into your program decide what you want it to 
  look like - a bright summers day? or a dark gloomy urban alleyway? For the scene 
  to be recognisable you will need to get the lighting correct for what the scene 
  represents.  
POLYGONS + DETAIL 
  The more polygons in a scene the more detailed the lighting will be. Direct3D 
  lights each polygon individually, so the more of them there are, the more detailed 
  the lighting will be. In the example provided with this tutorial the main box 
  has 100's of polygons in it - this makes for amazing lighting; the original 
  model had 11 and it didn't look half as good - trust me. 
It is much easier for you to 
  learn lighting from looking at the code itself; so download the sample program
from the top of the page or from the downloads page. 
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