Limit on # of Lights

Discussion in 'SolidWorks' started by Arthur Y-S, Mar 1, 2004.

  1. Arthur Y-S

    Arthur Y-S Guest

    Why is there a limit on the # of lights that you can have on at anyone
    point in time in a Part/Assembly file? Is there a work around in SW or
    am I to export it to say Lightwave or 3DS and start in that direction?

    T.I.A.
     
    Arthur Y-S, Mar 1, 2004
    #1
  2. Good question. Why!?

    In Rhino and LightWave and most likely 3DSMAX, you can have unlimited
    light sources.

    More subscription $ and next release promises.... = more revenue!!

    ...
     
    Paul Salvador, Mar 1, 2004
    #2
  3. I was told at SolidWorks World (when I asked this question) that the light
    limit is directly related to an open GL limitation. Sounded like a round
    about answer to me.
     
    Rob Rodriguez, Mar 1, 2004
    #3
  4. Yep, forgot about OpenGL being limited to showing only 8 light sources
    "at once", so that answers Arthurs question.

    But, why does SW limit themselves to only 8 lights sources?

    ...
     
    Paul Salvador, Mar 1, 2004
    #4
  5. Because!!! OpenGL sounds cool. ;^)

    Corey

     
    Corey Scheich, Mar 2, 2004
    #5
  6. Arthur Y-S

    Brian Bahr Guest

    Yes, SWX should change to Phigs! Phigs Rulez!!!!!!
     
    Brian Bahr, Mar 2, 2004
    #6
  7. Arthur Y-S

    Arthur Y-S Guest

    So tell em again why we are using open GL, and not what some of those
    other programs are using to get more than 8 lights? I mean I am sure
    that SW must have a good reason for going that route
     
    Arthur Y-S, Mar 2, 2004
    #7
  8. Arthur Y-S

    MM Guest

    Brain,

    Don't think it's ported to windows. In fact, the last time I even used a
    system with Phigs was in 1994. It was an RS6000 running AIX (yuk). I
    remember installing Gra-Phigs on these IBM boxes, took up allot of disk
    space.

    Does anyone even use it anymore ???

    Mark
     
    MM, Mar 2, 2004
    #8
  9. Arthur Y-S

    Brian Bahr Guest

    the PHIGS standard was never updated to include texture mapping among
    other modern features that it is missing. I belive its been replaced
    with the equally worthless PEX on most X servers. GL is used because
    it runs on everything now, *NIX, win32, macintrash, etc...


    -=BAHR=-
     
    Brian Bahr, Mar 3, 2004
    #9
  10. Arthur Y-S

    Brian Bahr Guest

    -PREEMPTIVE RESPONSE-

    I do realize PEX is actualy short for (P)HIGS (E)xtension to mit-(X)
    so that PHIGS is PEX, I just didnt think about it before posting :)
     
    Brian Bahr, Mar 3, 2004
    #10
  11. Arthur Y-S

    Brian Bahr Guest

    -PREEMPTIVE RESPONSE-

    I do realize PEX is actualy short for (P)HIGS (E)xtension to mit-(X)
    so that PHIGS is PEX, I just didnt think about it before posting :)
     
    Brian Bahr, Mar 3, 2004
    #11
  12. Arthur Y-S

    Heikki Leivo Guest

    So tell em again why we are using open GL, and not what some of those
    OpenGL is open API so it is not directly related to any operating system or
    any hardware (graphics cards). Using OpenGL in your software is free. OS and
    graphic card suppliers are free to decide whether or not to support OpenGL
    API. One could say that OpenGL is a kind of agreement; if you write your
    application using OpenGL, your application *should* work on most hardware
    platforms. (As we SW users well know, some graphics cards do not support
    OpenGL well, ie. their OpenGL implementation is poor.)

    By using OpenGL it should be *lot* easier to port the application to
    different operating systems (like Linux) and hardware platforms (like cell
    phones :p). For example, if SW would use DirectX instead, there would be
    absolutely no hope for seeing SW in Linux in the future, since DirectX is
    Wyndowz stuff. Now it is at least theoretically possible, yet unlikely.

    -h-
     
    Heikki Leivo, Mar 3, 2004
    #12
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