On Sat, 18 Dec 2021 16:32:53 GMT, Kevin Rushforth wrote:
>> It seems safer then to either leave it the way you have it (in which case,
>> please a comment), or change it to `abs(gLightAttenuation[i].w) < EPSILON`
>> both here and in the Java code (for consistency). I'll leave it up to you.
>>
On Sat, 18 Dec 2021 16:12:16 GMT, Kevin Rushforth wrote:
>> Initially I went with the equality test, but it did not work well, probably
>> since we are comparing floating points. This just seemed safer. If you want
>> to try the equality test on you machine(s) it would be interesting, but I
>>
On Sat, 18 Dec 2021 16:34:21 GMT, Kevin Rushforth wrote:
>> Btw, you don't need the "abs" for the gLightAttenuation check (you don't
>> have it now when checking against 0.5) so you can just change it to
>> `gLightAttenuation[i].w < EPSILON` which seems cleaner than testing against
>> 0.5.
>
>
> Adds a directional light as a subclass of `LightBase`. I think that this is
> the correct hierarchy for it.
>
> I tried to simulate a directional light by putting a point light far away,
> but I got artifacts when the distance was large. Instead, I added an on/off
> attenuation flag as the 4t
On Sat, 18 Dec 2021 16:00:24 GMT, Nir Lisker wrote:
>> modules/javafx.graphics/src/main/native-prism-d3d/hlsl/psMath.h line 106:
>>
>>> 104:
>>> 105: void computeLight(float i, float3 n, float3 refl, float specPower,
>>> float3 L, float3 lightDir, in out float3 d, in out float3 s) {
>>> 106:
On Tue, 7 Dec 2021 16:38:03 GMT, Kevin Rushforth wrote:
>> Nir Lisker has updated the pull request incrementally with one additional
>> commit since the last revision:
>>
>> Update copyright year
>
> modules/javafx.graphics/src/main/native-prism-d3d/hlsl/psMath.h line 106:
>
>> 104:
>> 105:
> Adds a directional light as a subclass of `LightBase`. I think that this is
> the correct hierarchy for it.
>
> I tried to simulate a directional light by putting a point light far away,
> but I got artifacts when the distance was large. Instead, I added an on/off
> attenuation flag as the 4t
> Adds a directional light as a subclass of `LightBase`. I think that this is
> the correct hierarchy for it.
>
> I tried to simulate a directional light by putting a point light far away,
> but I got artifacts when the distance was large. Instead, I added an on/off
> attenuation flag as the 4t
On Sat, 18 Dec 2021 15:28:48 GMT, Nir Lisker wrote:
>> modules/javafx.graphics/src/main/java/com/sun/javafx/scene/DirectionalLightHelper.java
>> line 2:
>>
>>> 1: /*
>>> 2: * Copyright (c) 2020, Oracle and/or its affiliates. All rights reserved.
>>
>> 2021
>
> Can the script do all these corr
On Tue, 7 Dec 2021 16:22:25 GMT, Kevin Rushforth wrote:
>> Nir Lisker has updated the pull request incrementally with one additional
>> commit since the last revision:
>>
>> Update copyright year
>
> modules/javafx.graphics/src/main/java/com/sun/javafx/scene/DirectionalLightHelper.java
> lin
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