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feat(flickerlight): add block offset for flick light #81
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Tested it out and I have a bit mixed feelings about this. It definitely gets rid of the previous feel of "every light source pulses at the same point in time", but now it feels wavy... a bit like we're underwater and the shadows it creates on the floor don't make sense. It seems like there's a flow from one side to the other, not from the center out as you would expect from a light source 🤔 Definitely need a second opinion here. |
We discussed this in the last sync and agreed that while it would make an awesome underwater effect, it doesn't really fit the flickering light of a torch. |
the water wave?
…---Original---
From: ***@***.***>
Date: Mon, Apr 15, 2024 01:03 AM
To: ***@***.***>;
Cc: ***@***.******@***.***>;
Subject: Re: [Terasology/CoreRendering] feat(flickerlight): add block offsetfor flick light (PR #81)
We discussed this in the last sync and agreed that while it would make an awesome underwater effect, it doesn't really fit the flickering light of a torch.
So I would propose that you either replace the effect with something more suitable, or re-purpose this PR to use it as an underwater effect and create a new one for the torch flicker @Imitater967 .
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If with "water wave" you're referencing the effect you implemented in this PR, then yes, that's what I'm talking about. It would be a nice light effect on underwater surface blocks (the bottom of a river/lake/ocean) |
What i did
I added vertworld offset, at chunk_vert.glsl, inorder to make light flicker at different time.
How to test
dig a room deep under ground, place torches everywhere