Using Lights

There are two lighting methods in Awakening mainly: pre-compute and realtime-compute.  Pre-compute method is apply to static objects ( surface, static mesh... ), and realtime-compute is apply to movable objects ( mobile... ). For surfaces, lighting data is store in light map images; for static meshs, lighting data is store in vertices. Light map is a good technique, it can use less polygons to represent smooth lighting, "less polygons" is important for real-time 3d scene. Because pre-compute method is not realtime,  it can use more time to calculate ample & detailed lighting, like radiosity, caustics, alpha test, etc.

In Awakening, a light working for pre-compute method as well as realtime-compute. No separate light category for these two lighting methods. However, if you change a light's properties, it's take effect immediately on movable objects; but for static objects, you need recalculate lighting.

To create a light:
1. Click the drop down arrow right at in the main toolbar, select 'Light' in the popup menu. 
2. Then click in viewport, you will see a white wireframe hexahedron (this is a Point Light).
3. Set the light's parameters in Properties Panel, include Name, Color, Type, etc.

Dynamic Lights:

1. Check Dynamic style in Properties Panel.
2. Click the button in the main toolbar to run scene, you'll see the light illuminate around immediately. 
3. You can check Shake style let light flicker like candela.
4. Dynamic Lights will not
take into account when Press F9 calculate light maps.
5. A dynamic light always lighting 8 X 8 pixels in surface's lightmap image.

Specular Spot:

Specular Spot is a effect on surface to simulate specular reflection ( see the floor in "Hall" demo ). To use the effect, you should first check light's Specular Spot style, also check surface's Specular Spot style.