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.
![Wink ;)](./images/smilies/icon_wink.gif)
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.