[quote=“cadaver”]I have done testing with the zones and zone ambient gradient feature and there are some weird things going on which will need reviewing, and fixing. These are possibly due to over-optimizing the code that finds a zone for each visible drawable.
But, on the subject of lights, there is possibly a mismatch of expectations. Urho3D implements basic dynamic Blinn-Phong lights of 3 types (dir, spot, point) and never promised that they would look especially good. From the “Limitations” section of the About page at urho3d.github.io:
This is a simple reality based on the current active development team size and available time. If there are actual bugs in the lighting implementation - sure, those should be fixed. Otherwise comparisons to commercial engines (even if 10 years old) are not very helpful and may actually give off an attitude that inspires others to ignore you.
I can say that I like the negative lights idea you posted at github; it would be a rather easy way to increase versatility of the lighting, at least in the deferred modes.[/quote]
Ok. But i compared that because the technique is the same, in other engines you don’t see the lights of the sun only vars to change. (Not for offend. I don’t like offend to the community or people in general)
You some times compare with Unity (Please do not look in unity to create anything, not is a good example)
I need check the shaders, the light and the model, i going to upload some models to add to Urho (for examples or to test materials) and others to preview (lights, shaders…) like this.
[quote=“cadaver”]
Otherwise comparisons to commercial engines (even if 10 years old) are not very helpful and may actually give off an attitude that inspires others to ignore you.[/quote]
Fixed, sorry.