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Implement accurate lighting that honors level-specified values #7
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graphics
Problems with OpenGL or generally rendering related
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I wasn’t really thinking that the input values were incorrect, just that the directional lights generated from them were incorrect. But I don’t really understand shaders at all!
Interesting point about the rotated block normals... and lends an explanation as to why the ramps are screwed up, too: in Avara, ramps are really just blocks that are scaled and rotated into place. If you fix the issue, I am pretty confident the lighting will look completely correct.
… On May 5, 2019, at 5:01 PM, andy ***@***.***> wrote:
Just realized that the above screenshot had ambient turned off, and Grimoire definitely sets a custom one. so here's an updated screenshot:
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New/improved gzr level
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From the Avara Level Design Manual:
avara_frag.glsl
should be modified to handle multiple (configurable) directional light sources, and similarly allow the ambient light to be configurable.The text was updated successfully, but these errors were encountered: