Performance is indeed very much dependent on the user's light manager implementation. I've included both a naive implementation of per-node lighting and a smarter one to illustrate the difference; it's a lot more than I'd expected.
Any way you like.I'd like to know how to set the relation of scene nodes to light scene nodes.
In the example app, I've shown the use of light scene nodes that are child nodes of the mesh node being rendered. Another use might be:
Code: Select all
___________________________...___
| 'Room' scene node ... |
|___________________________...___|
| | | |
__|__ __|__ ___|___ ___|___
|Light| |Light| |Mesh #1| |Mesh #X|
|_____| |_____| |_______| |_______|
You imagination (and available cycles) are the only limits on what per-node operations you can carry out.