View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005121||The Dark Mod||Feature proposal||public||11.01.2020 11:47||11.01.2020 12:12|
|Product Version||TDM 2.07|
|Target Version||TDM 2.08||Fixed in Version|
|Summary||0005121: Convenient parallel light for moon or sun|
|Description||After investigation of 0003818 it turned out that the main misunderstanding of parallel lights is that they start in one area (where their origin is located).|
Only areas which are reachable from the source area by following light direction through portals are lit.
The most common usage of parallel lights is to simulate moon or sun outdoors.
If outdoors is split into many areas, ordinary parallel light is rarely enough.
The suggestion is to add a flag which forces parallel light to start in every area which contains sky material.
|Tags||No tags attached.|
Implemented in svn rev 8519.
In order to use it, create parallel light as usual.
Then rename spawnarg "parallel": "1" into "parallelSky": "1"
Codewise, I had to do two changes:
1) In FlowLightThroughPortals, iterate over all sky-containg areas which parallelSky light touches, and trace light from every of them.
2) Disabled interaction culling "entity and light are in different areas" for parallelSky lights. It can be implemented more precisely, but I think it is not necessary.
|11.01.2020 11:47||stgatilov||New Issue|
|11.01.2020 11:47||stgatilov||Status||new => assigned|
|11.01.2020 11:47||stgatilov||Assigned To||=> stgatilov|
|11.01.2020 11:47||stgatilov||Relationship added||related to 0003818|
|11.01.2020 12:11||stgatilov||Note Added: 0012124|
|11.01.2020 12:12||stgatilov||Status||assigned => feedback|