some more little tinkering with light system
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8a03d326f4
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@ -117,7 +117,7 @@ class ClientWorld(
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val determineRenderers = ArrayList<ILayeredRenderer>()
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val determineRenderers = ArrayList<ILayeredRenderer>()
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//client.lightRenderer.begin()
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client.lightRenderer.begin()
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for (chunk in collectPositionAware(size.encasingChunkPosAABB())) {
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for (chunk in collectPositionAware(size.encasingChunkPosAABB())) {
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val renderer = chunk.second.OneShotRenderer(chunk.first)
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val renderer = chunk.second.OneShotRenderer(chunk.first)
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@ -127,8 +127,8 @@ class ClientWorld(
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}
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}
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renderLayeredList(client.gl.matrixStack, determineRenderers)
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renderLayeredList(client.gl.matrixStack, determineRenderers)
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/*
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/*for ((lightPosition, color) in listOf(
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for ((lightPosition, color) in listOf(
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(client.screenToWorld(client.mouseCoordinatesF)) to Color.RED,
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(client.screenToWorld(client.mouseCoordinatesF)) to Color.RED,
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(client.screenToWorld(client.mouseCoordinatesF) + Vector2f(0.1f)) to Color.GREEN,
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(client.screenToWorld(client.mouseCoordinatesF) + Vector2f(0.1f)) to Color.GREEN,
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(client.screenToWorld(client.mouseCoordinatesF) + Vector2f(-0.1f)) to Color.BLUE,
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(client.screenToWorld(client.mouseCoordinatesF) + Vector2f(-0.1f)) to Color.BLUE,
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@ -201,7 +201,7 @@ class GPULightRenderer(val state: GLStateTracker) {
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color: Color = Color.WHITE,
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color: Color = Color.WHITE,
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radius: Float = 10f,
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radius: Float = 10f,
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innerRadius: Float = radius / 3f,
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innerRadius: Float = radius / 3f,
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lightPenetration: Float = 4f,
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lightPenetration: Float = 0.5f,
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stack: Matrix4fStack = state.matrixStack
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stack: Matrix4fStack = state.matrixStack
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) {
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) {
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state.ensureSameThread()
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state.ensureSameThread()
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