Merge lighting improvements #220

Merged
moorehousew merged 3 commits from master into master 2015-11-07 20:29:17 -05:00
moorehousew commented 2015-11-07 17:44:41 -05:00 (Migrated from github.com)

Block vertices are colored properly now. Once ReadOnlyWorld provides actual light values, block rendering should handle it without any extra modifications.

Block vertices are colored properly now. Once ReadOnlyWorld provides actual light values, block rendering should handle it without any extra modifications.
ddevault commented 2015-11-08 08:32:28 -05:00 (Migrated from github.com)

What is this supposed to look like? For me it looks like this:

What is this supposed to look like? For me it looks like this: ![](https://sr.ht/8nXN.png)
moorehousew commented 2015-11-08 09:18:14 -05:00 (Migrated from github.com)

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.

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.
ddevault commented 2015-11-08 09:19:02 -05:00 (Migrated from github.com)

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.

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.
moorehousew commented 2015-11-08 09:41:58 -05:00 (Migrated from github.com)

Sure, I'll work on shaders after I get per-vertex lighting to work.

Sure, I'll work on shaders after I get per-vertex lighting to work.
ddevault commented 2015-11-08 09:42:17 -05:00 (Migrated from github.com)

Awesome, thanks.

Awesome, thanks.
ddevault commented 2015-11-08 10:58:38 -05:00 (Migrated from github.com)

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.

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.

> 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. 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.
moorehousew commented 2015-11-08 11:04:05 -05:00 (Migrated from github.com)

That makes a lot more sense, thanks.

That makes a lot more sense, thanks.
ddevault commented 2015-11-08 11:10:20 -05:00 (Migrated from github.com)

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).

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).
moorehousew commented 2015-11-08 11:15:19 -05:00 (Migrated from github.com)

That's what I thought. Aside from chunk boundaries, lighting now works fine. Digging produces lighting errors as you stated.

That's what I thought. Aside from chunk boundaries, lighting now works fine. Digging produces lighting errors as you stated.
ddevault commented 2015-11-08 11:18:41 -05:00 (Migrated from github.com)

Without any more changes? I think you still have to

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.

Right?

Without any more changes? I think you still have to > 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. Right?
moorehousew commented 2015-11-08 11:48:18 -05:00 (Migrated from github.com)

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.

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.
ddevault commented 2015-11-08 11:48:33 -05:00 (Migrated from github.com)

Got it, thanks.

Got it, thanks.
ddevault commented 2015-11-22 17:49:22 -05:00 (Migrated from github.com)

@mrpimpunicorn any updates on this? Or on the skybox?

@mrpimpunicorn any updates on this? Or on the skybox?
moorehousew commented 2015-11-23 14:07:24 -05:00 (Migrated from github.com)

I re-installed Windows to clean up my SSD and lost my uncommitted changes, I'm re-writing the code I had right now.

I re-installed Windows to clean up my SSD and lost my uncommitted changes, I'm re-writing the code I had right now.
ddevault commented 2015-11-23 14:20:08 -05:00 (Migrated from github.com)

Ouch. Good luck.

Ouch. Good luck.
moorehousew commented 2015-11-23 14:29:05 -05:00 (Migrated from github.com)

For future reference; how does the BlockFace enum (PositiveX, NegativeX, etc) map to Up, Down, North, South, East, and West?

For future reference; how does the BlockFace enum (PositiveX, NegativeX, etc) map to Up, Down, North, South, East, and West?
ddevault commented 2015-11-23 14:30:14 -05:00 (Migrated from github.com)
https://github.com/SirCmpwn/TrueCraft/blob/master/TrueCraft.API/Coordinates3D.cs#L279-L328
moorehousew commented 2015-11-23 14:31:07 -05:00 (Migrated from github.com)

Thanks.

Thanks.
ddevault commented 2015-11-23 14:31:32 -05:00 (Migrated from github.com)

Sure thing.

Sure thing.
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Reference: AstralTransRocketries/TrueCraft#220
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