On Wed, 17 Aug 2022 17:38:31 GMT, Nir Lisker wrote:
>> First of all, I found that the mistake was in the shortcut branch of the
>> shader: it was using the light direction instead of the vector to the light
>> (incident ray), so in the code I need to replace `dot(n, -lightDir)` with
>> `dot(n,
On Mon, 15 Aug 2022 10:03:11 GMT, Nir Lisker wrote:
>> Command to run the system test:
>> `gradle -PFULL_TEST=true -PUSE_ROBOT=true systemTests:test --tests
>> test.robot.test3d.PointLightIlluminationTest`
>>
>> I ran all the tests, only above test failed:
>> Command to run all the system tests
On Tue, 2 Aug 2022 10:57:25 GMT, Ambarish Rapte wrote:
>> I'll have a look. What command did you run this test with?
>>
>> Can you also test the point light attenuation under
>> `tests\system\src\test\java\test\javafx\scene\lighting3D\PointLightAttenuationTest.java`?
>> (I think there's a bit
On Sat, 30 Jul 2022 10:48:07 GMT, Nir Lisker wrote:
>> modules/javafx.graphics/src/main/native-prism-d3d/hlsl/psMath.h line 98:
>>
>>> 96: * specular component. The computation is done in world space.
>>> 97: */
>>> 98: void computeLight(float i, float3 n, float3 refl, float specPower,
>>> fl
On Tue, 2 Aug 2022 10:30:55 GMT, Nir Lisker wrote:
>> I see 4 tests in `PointLightIlluminationTest` fail due to this change, on
>> MacOS and Windows.
>> Tests:
>> sphereLowerRightPixelColorShouldBeDarkRed
>> sphereUpperRightPixelColorShouldBeDarkRed
>> sphereUpperLeftPixelColorShouldBeDarkRed
>
On Tue, 2 Aug 2022 07:36:11 GMT, Ambarish Rapte wrote:
>> Yes, in `PsMath.h::computeLight`, there is a check if the light requests
>> attenuation. In general, this is done only for directional lights (that are
>> not attenuated), but in this case we know that this point light is not
>> attenua
On Sat, 30 Jul 2022 11:01:59 GMT, Nir Lisker wrote:
>> modules/javafx.graphics/src/main/java/com/sun/javafx/sg/prism/NGShape3D.java
>> line 201:
>>
>>> 199:
>>> 200: /**
>>> 201: * If no lights are in the scene, add a default white point light
>>> at the camera's. The light uses the
On Thu, 16 Jun 2022 08:01:05 GMT, Ambarish Rapte wrote:
>> Nir Lisker has updated the pull request incrementally with one additional
>> commit since the last revision:
>>
>> Remove unused comments, clean constructor
>
> modules/javafx.graphics/src/main/java/com/sun/javafx/sg/prism/NGShape3D.j
On Fri, 29 Jul 2022 21:48:00 GMT, Ambarish Rapte wrote:
>> Nir Lisker has updated the pull request incrementally with one additional
>> commit since the last revision:
>>
>> Remove unused comments, clean constructor
>
> modules/javafx.graphics/src/main/native-prism-d3d/D3DPhongShader.h line 4
On Fri, 29 Jul 2022 21:10:23 GMT, Ambarish Rapte wrote:
>> Nir Lisker has updated the pull request incrementally with one additional
>> commit since the last revision:
>>
>> Remove unused comments, clean constructor
>
> modules/javafx.graphics/src/main/native-prism-d3d/hlsl/psMath.h line 98:
On Fri, 17 Jun 2022 14:27:58 GMT, Ambarish Rapte wrote:
>> Nir Lisker has updated the pull request incrementally with one additional
>> commit since the last revision:
>>
>> Remove unused comments, clean constructor
>
> modules/javafx.graphics/src/main/java/com/sun/javafx/sg/prism/NGShape3D.j
On Fri, 17 Jun 2022 09:04:41 GMT, Ambarish Rapte wrote:
>> Nir Lisker has updated the pull request incrementally with one additional
>> commit since the last revision:
>>
>> Remove unused comments, clean constructor
>
> modules/javafx.graphics/src/main/native-prism-d3d/D3DLight.h line 42:
>
On Mon, 2 May 2022 19:55:28 GMT, Nir Lisker wrote:
>> Refactoring and renaming changes to some of the D3D pipeline files and a few
>> changes on the Java side. These are various "leftovers" from previous issues
>> that we didn't want to touch at the time in order to confine the scope of
>> the
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