IRC logs of Libera.Chat #BZFlag for Saturday, 2023-12-02

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Juestexplain to me why those recent commits please, tupone 01:38
ZehraI'm now wondering about the emission and diffuse a bit more.01:46
ZehraI 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
ZehraIs there any reason why we can't have certain textures/materials illuminate other parts of the map/world?01:49
ZehraOr is it just that nobody wrote a feature like this.01:49
ZehraBecause regular shots illuminate the surroundings, compare to materials which are "illuminated".01:50
blast007I'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
ZehraI'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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tuponeZehra is missing, but openGL 1.1 ignore alpha channel on emission and specular lights13:17
tuponealso, 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 API13:19
tuponeblast007: the illuminated shot is made colouring the ground by our code13:21
tuponeBackgroundRenderer::drawGroundReceivers13:30
blast007ah, so we're not using OpenGL lights for the ground effects?13:33
tuponeNo, it seems to me13:35
tuponeat least not for the shot13:36
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