- 1. an object with 1 point lights (marked as an orange circle in image)
2. a cube mesh
3. a simple plane as a very-far-away background.
This implies that Ogre 1.10 doesn't AABB cull for point light, does it? i.e. ...
Meshes that are very far from every lights can still receive some point-light passes.
The waste is more severe in the real scene with more lights and meshes, is this the designed behavior?
My research and guesswork
1.
Code: Select all
setForward3D(...)
However, I don't find mSceneManager->setForwared3D(...) in c++ editor's context clue.
2.
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setAttuation( range, ....)
3. This contradicts a post in "Max Range of a Light" http://www.ogre3d.org/forums/viewtopic.php?f=2&t=54959
Reference: weakly related link (just in case) "a lot of lights" http://www.ogre3d.org/forums/viewtopic.php?f=25&t=83983
Solution
The stencil light is the cause.
If I delete this line, Ogre3D will do its best culling.
Code: Select all
mSceneMgr->setShadowTechnique(Ogre::ShadowTechnique::SHADOWTYPE_STENCIL_ADDITIVE);