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Tile tinting #11
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This is because of the visibility matrix generated by the the world generator. This used to be a feature and it made the ground look nicer, but it's not worth it to have light travel diagonally. Soon visibility needs to be completely removed for lighting, and will require some tweaking. |
Cool, I'll just leave the lighting to you, then. 😁 |
Will do! This will be a simple fix. Also changeTile needs to activate lighting changes as well. Sand falling currently does not update lighting. |
If we're ever looking for performance tweaks, this function could be memoized each tick with new lighting.
Tile change is used primarily by the chunkUpdate() and if water is cascading it will cause many lighting updates.
Except that there are no torches, the tile tinting and lighting engine work. |
We need to be able to tint tiles for lighting, but our very simplistic java.awt.image, which is hardware accelerated, has no way to do this natively. We could render out different versions of all oft the images at load time, but there are better ways to do this which might carry over something to an Android implementation.
Current approach: Switch to OpenGL using jogl.
http://jogamp.org/jogl/www/
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