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Fix GLB punctual lights with physical units #4691
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Also fixes sky light intensity when using physical light units
Also fixes sky light intensity when using physical light units
…ine into gsterbrant_fix_glb_lights
mvaligursky
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Oct 3, 2022
mvaligursky
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Oct 3, 2022
mvaligursky
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Oct 3, 2022
Co-authored-by: Martin Valigursky <59932779+mvaligursky@users.noreply.github.com>
mvaligursky
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mvaligursky
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mvaligursky
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mvaligursky
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Oct 4, 2022
…evel scene / resource layer.
mvaligursky
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* Fixes glb physical light units Also fixes sky light intensity when using physical light units * Fixes glb physical light units Also fixes sky light intensity when using physical light units * Fix lint * Move calculation for light energy distribution to helper function. * Fix lint * Update src/scene/light.js Co-authored-by: Martin Valigursky <59932779+mvaligursky@users.noreply.github.com> * Lint * Periods * Simplified the code for setting the luminance value when loading GLBs * Move lightTypes lookup table from high level component layer to mid level scene / resource layer. * Simplify light intensity calculation internally for light like we do in the GLB * Fix lint Co-authored-by: Martin Valigursky <59932779+mvaligursky@users.noreply.github.com>
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Description
The GLB parser doesn't set the luminance parameter on the light entities it creates, resulting in no lights being visible in GLBs when physical lights are enabled.
This PR also fixes another bug where sky light intensity can't be 0 when physical units are enabled.