Enter the Shadows..... in Developer Articles Posted June 24, 2017 On 6/22/2017 at 7:11 AM, J.Random said: I don't get it. I mean, I understand that the Sun is a directional light. It's well known because of how planets look with telescope mods. By "omni" I meant, of course, point light. Why use directional light instead of a point light? I mentioned 64-bit because I thought the reason was that you couldn't put light source far enough away in the scene. @pizzaoverhead Tha's what I was thinking too, and now I'm wondering what the hell lits up the Mun. The same directional light, I guess. As for the dynamic lights - can you make it optional? KSP isn't very taxing GPU-wise, and I'd expect a modern videocard to easily manage a couple (of dozens ) additional light sources in the scene. The light source is not far away. It is actually at 0,0,0. But the calculations to calculate the rotation based on the celestial bodies is based on where they actually are. Because a single directional light has better performance that point lights. And you have to consider the rendering paths forward vs deferred and all the pros vs cons of each. Dynamic multiple lighting support is not currently planned.