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The first three pics show per pixel omni light and the next three a spotlight using Direct3D8 as the renderer. The first pic also shows what a normalmap looks like. It will later be used to create bumps on the walls. The rest of the pics show spotlights implemented as halogen lights and how the overlapping light colors mix together. I think omni lights took one pass to render and spotlights two in Direct3D using two texture stage hardware. The lights are attenuated and colored and each cell can have different ambient color.