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Juest | explain to me why those recent commits please, tupone | 01:38 |
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Zehra | I'm now wondering about the emission and diffuse a bit more. | 01:46 |
Zehra | I remember that you couldn't get any brightness/illumination from an object, if the settings for it weren't in a certain way. | 01:47 |
Zehra | (This is completely unrelated, just something which came to mind.) | 01:47 |
Zehra | Is there any reason why we can't have certain textures/materials illuminate other parts of the map/world? | 01:49 |
Zehra | Or is it just that nobody wrote a feature like this. | 01:49 |
Zehra | Because regular shots illuminate the surroundings, compare to materials which are "illuminated". | 01:50 |
blast007 | I'm not exactly sure how we do lighting. I know there's OpenGL lights, and GL_MAX_LIGHTS on my system is 8... but I also think I've seen more than 8 illuminated shots, so I don't know if that's a related value... | 02:09 |
Zehra | I'll probably some day take a look at the code. I'm partly interested in the possibility of being able to better illuminate certain maps or add lights as forms of indicators and similar. | 02:17 |
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tupone | Zehra is missing, but openGL 1.1 ignore alpha channel on emission and specular lights | 13:17 |
tupone | also, the OpenGLMaterial.cxx set alpha to 1.0f for this, always. So even if was not ignored, we set to 1 before calling the ligthing openGL API | 13:19 |
tupone | blast007: the illuminated shot is made colouring the ground by our code | 13:21 |
tupone | BackgroundRenderer::drawGroundReceivers | 13:30 |
blast007 | ah, so we're not using OpenGL lights for the ground effects? | 13:33 |
tupone | No, it seems to me | 13:35 |
tupone | at least not for the shot | 13:36 |
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