is presently its sole maintainer,
You can support him:
Blackboard: Make some light fields
Create test environment_maps
Setup the LOD (Level of Detail) picker
Pass the maps to CoordinateSystem
Compile and clean up
Run and get nothing in particular happening
Draw the EnvMaps
Prepare the EnvMaps
Check it out in-game
Note the bugs and extol the virtues of structured art
Look at fixing the sampling of the Bottom map
Prioritise straightening out the coordinate systems
Fix that sampling of the Bottom map
Math is right even when you're wrong (!quote 60)
Implement a checkerboard pattern for the EnvMaps
Continue with the checkerboard routine
View the checkerboard in-game
Introduce TestDiffuse and TestNormal
Take a look in-game and change the colour of the background
Take a look at what we were doing in SampleEnvironmentMap
Use the Normal to look up into the environment_map
View it in-game
poohshoes Q: In the MoveEntity function you have two variables that are never used: NewPlayerP and OldPlayerP. Will you delete them for me?
ttbjm Q: Would this scheme let you have a pool of water reflect a starry sky?
Blackboard: Reflecting a starry sky in a pool of water
cdawzrd Q: if you wanted to see the lighting distort according to the spherical shape of the normal map, would that just be part of fixing the math in the section where you sample from the env map, or is there more to it?
grumpygiant256 Q: What are the benefits to having 3 top-middle-bottom EnvMaps vs just using 1 EnvMap for the whole thing?
Blackboard: Preview of how the EnvMaps will work
cdawzrd Q: I'm not sure I understand the point of the bottom map. Will the ground be contributing lighting to objects above the ground?
cdawzrd Q: Will you need a set of EnvMaps for each 'level' in Z?
grumpygiant256 Q: Any plans for doing over-brightening on the lights? (Or even HDR?)
starchypancakes Q: Could you contain all lighting information in a 5 byte bitmap: 0-255 Absorbance/reflectance scale for RGB, Alpha, and scattering? I want to try it but I feel really hesitant because you warned against non-32 bit aligned structs
grumpygiant256 Q: Even just using a 0-2 lighting range gets good results
cdawzrd Q: Do you plan on 'camera level' lighting effects such as 'stun grenade' for lack of a better example?
oliholli Q: If you can do without alpha, could you possibly use RGBE, where the E is the exponent for all channels?
cowfu Q: Is saturation very hard to overlay?
Calculate the Avg and Delta
Check it out in-game and then drive it off an animated parameter
miblo Q: Will light get reflected horizontally from walls etc. in this scheme?
andsz_ Q: Yay! Now we can oversaturate