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Nathan Kopp wrote:
>Actually, fade_distance and fade_color attenuation is computed in
>compute_lighted_texture. The code looks like this:
<snip>
I assume you mean fade_power, not fade_colour. Anyway, I never said it
wasn't, I was just wondering why the FILTER and TRANSMIT values are
attenuated along with the RGB components in compute_shadow_texture, but only
the RGB components are attenuated in compute_shadow texture. It is
important to me since this behaviour breaks my patch (in some situations you
get almost no colour in the shadow) so I have to disable it.
>Possible implementations:
>1) Add a new keyword fade_color and multiply the attenuation by it.
>2) Change fade_distance and fade_power to accept a vector (color) instead
> of a float. (no need for any extra keywords)
I went with 1, I don't think I could have made 2 work the way I wanted, but
I might do something like it to enable the user to specify different fade
characteristics for each of the colour components. I just need to take a
little time to figure out how to accept both the old float arguement and my
new vector arguement for fade_distance and fade_power, so as not to break
old scenes.
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