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On 2/11/18 9:47 AM, William F Pokorny wrote:
> On 01/23/2018 03:28 PM, clipka wrote:
>> Am 23.01.2018 um 16:57 schrieb William F Pokorny:
>>
> ...
>> I'd say yes, that would be quite useful indeed.
>>
>> (And maybe also `media_attenuation on` for light sources inside the
>> media container.)
>>
>
> I have been weeks now on and off digging into media and media code. It
...
>
I was reminded today I'd left this branch of this thread hanging regard
adding explicit media attenuation control for lights inside and outside
a media container.
I looked at adding an SDL keyword/arrangement for explicit control early
in the year. However, I could never get more than 80-90% of test scenes
(or parts thereof) to work/match for any given coding attempt.
We today support scenes with both fog and media(1). This support
constrains the games that can be played with rays and media intervals in
the code. Heck, might be why the code works as it does. In any case
fog+media support was the primary impediment I hit given the general
approach I tried.
(1) - With some limits/issues.
Someday, perhaps, when my C++ skills have improved, I'll get back to
this effort. I currently think a somewhat major ray-interval/media/fog
code re-factoring is needed.
Bill P.
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