hm just realized my direct lighting storage solution has a flaw.
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hm just realized my direct lighting storage solution has a flaw. if there's diagonal geometry like
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[#][_]and a diagonal ray coming from the bottom right hits the point in the center it shouldn't propagate further, and doesn't. but the center point stores the face lighting for all adjoining 8 blocks, which means the top left block will be lit from the point in the center, even though it shouldn't
to store each vertex would take 24 values
that'd really balloon the memory requirements
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hm just realized my direct lighting storage solution has a flaw. if there's diagonal geometry like
[_][#]
[#][_]and a diagonal ray coming from the bottom right hits the point in the center it shouldn't propagate further, and doesn't. but the center point stores the face lighting for all adjoining 8 blocks, which means the top left block will be lit from the point in the center, even though it shouldn't
to store each vertex would take 24 values
that'd really balloon the memory requirements
you can see the issue here. though when i mix in the indirect light it's not so big an issue so maybe i'll just opt to not fix it
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you can see the issue here. though when i mix in the indirect light it's not so big an issue so maybe i'll just opt to not fix it
@eniko I would say that is a feature. As the connection is so thin, there will be cracks for light to got trough.