by Thorsten » Mon Mar 06, 2017 8:56 am
In the Shuttle light manager function.
(N.B.: This almost certainly doesn't work like you expect it to, because in real time 3d rendering light is always a property of the illuminated surface and never of a light source (a surface doesn't show a Rembrandt light if its effect doesn't include code to do it - try to illuminate rain drops in Rembrandt...)
So any lighting always requires some form communication between light source and effect assigned to the surface. In Rembrandt, lots of performance is burned to set this up fairly generally via additional passes and buffers. The ALS technique requires you to set this up specifically - so there has to be an information exchange between light and effect - which is what the light manager does for the Shuttle, and which is what emesary can do more generally between scenery object Nasal snippets and an aircraft.
As far as user experience is concerned, it looks all fairly similar and in fact dedicated information exchange is much faster than Rembrandt's passes and buffers - you're talking a handful of variables at most once per frame - but setting it up is rather different and more tedious).