On Fri, 24 Jul 2020 21:25:06 GMT, Kevin Rushforth <k...@openjdk.org> wrote:

>> Nir Lisker has updated the pull request with a new target base due to a 
>> merge or a rebase. The pull request now
>> contains 11 commits:
>>  - Merge branch 'master' into 8217472_Add_attenuation_for_PointLight
>>  - Attenuation and range changed internally to floats from doubles
>>  - Fixed shader compilation errors for 2 and 3 lights in es2
>>  - Addressing review comments
>>  - Fixed whitespaces
>>  - Correction for indexes
>>  - Docs and year update
>>  - Merge remote-tracking branch 
>> 'nlisker/8217472_Add_attenuation_for_PointLight' into
>>    8217472_Add_attenuation_for_PointLight
>>  - GL pipeline
>>  - Separate range from attenuation
>>  - ... and 1 more: 
>> https://git.openjdk.java.net/jfx/compare/4ec163df...2e1223ed
>
> modules/javafx.graphics/src/main/java/com/sun/javafx/sg/prism/NGShape3D.java 
> line 187:
> 
>> 186:                         0, 0, 0, 0, // r g b w
>> 187:                         1, 0, 0, 0); // ca la qa maxRange
>> 188:         }
> 
> Minor: maybe use the getDefaultXxxx methods of NGPointLight?

The only impact this has is that the range will be maximal instead of 0. When 
these reach the shader, they will run the
lighting computation as opposed to skipping it. I'm not sure if this will have 
any performance impact though.

-------------

PR: https://git.openjdk.java.net/jfx/pull/43

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