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Moonlight


grayman

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Having participated in the recent discussion about moonlight problems, I wandered away somewhere near the end of the discussion.

How did this end up? Is there a simple new way to properly show parallel moonlight?

I searched this forum, and also searched the Wiki, and can't spot anything that answers these questions.

Thanks.

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@graymanThere's a new parallelSky function / spawn arg for lights now. 5121

Not sure if thats what you are looking for but it stated purpose is to cast light from any portalSky texture. Seems useful for moonlight, but could get pretty expensive depending on the map. 

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I'm afraid moonlight or sunlight are very expensive, no way around it yet.
I recall you said that you dropped the effort to get it working in St. Braeden's Church, and that i had bad performance. Well, it still has the same bad performance, with every edge in seen areas extruded to infinity...

But if you want to try, then parallelSky should be the first candidate.

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@grayman

Do you need the shadows too?

What about preemptive/XOR lighting? Something like this:

  • mark the moon light 'second main'
  • mark all indoor lights 'first main'
  • for any entity that has a 'first main' interaction, skip the 'second main' interactions
  • for any entity that does not have any 'first main' interaction, generate and render 'second main' interaction
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