Merge lighting improvements #220
Loading…
x
Reference in New Issue
Block a user
No description provided.
Delete Branch "master"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Block vertices are colored properly now. Once ReadOnlyWorld provides actual light values, block rendering should handle it without any extra modifications.
What is this supposed to look like? For me it looks like this:
I've overlooked the portion of the lighting wiki page which specifies that "the brightness of a face is the brightness of the neighboring block it is facing". I'll update the lighting code to rectify that.
Cool. While you're working on rendering stuff, by the way, do you want to add a shader again? I'm working with a friend on a Windows server that can build shaders remotely.
Sure, I'll work on shaders after I get per-vertex lighting to work.
Awesome, thanks.
Just looked over your lighting code. Also probably worth noting that blocklight will usually be zero and skylight is probably the one to implement first.
That makes a lot more sense, thanks.
Also worth noting - the client is not sent lighting updates. We're eventually going to have to run our own client-side lighting to apply changes. If you start digging around, the blocks you dig into will have a lighting value of 0 unless you reload the chunk somehow (log out and back in, walk far away and return, add a debug command to resend it from the server, etc).
That's what I thought. Aside from chunk boundaries, lighting now works fine. Digging produces lighting errors as you stated.
Without any more changes? I think you still have to
Right?
I meant that I've made a commit which does that, I just need to fix chunk boundaries in it before I submit a pull request.
Got it, thanks.
@mrpimpunicorn any updates on this? Or on the skybox?
I re-installed Windows to clean up my SSD and lost my uncommitted changes, I'm re-writing the code I had right now.
Ouch. Good luck.
For future reference; how does the BlockFace enum (PositiveX, NegativeX, etc) map to Up, Down, North, South, East, and West?
https://github.com/SirCmpwn/TrueCraft/blob/master/TrueCraft.API/Coordinates3D.cs#L279-L328
Thanks.
Sure thing.