DeeperThought, on 12 April 2011 - 11:26 PM, said:
I'm not sure where to post this, but it involves Polymer so I'll post it here.
For various CON coded light effects, it is necessary to change the hitag of light SEs in game. For example, you can make a polymer light appear to turn on or off by changing the hitag of the SE. Unfortunately, the light seems to use the same amount of resources (i.e. affect frame rate the same) even if the hitag is set to 0 and there is no visible light. So as an optimization, I suggest that extremely weak lights be ignored and not be processed. This would help a lot in certain parts of DNE.
On similar type of note,
Apparently this was fixed, but from my testing it does not seem to be the case (Someone else please confirm this)
If the APLAYER spawns a sprite, and that sprite is tuned into a Polymer light everything works BUT.
Spotlights cast a projection of the APLAYER and not a proper light.
It makes no difference to what the .owner member is set to, even before or after it it turned into a light.
I even DNDEBUG'ed and looked at the light in mapster, oddly it works correctly there and has the .owner -1 (or what ever I set it to in code)
It seems the code is all correct, but Polymer fails to set the right .owner in gameplay.
Point lights work fine though.