Redspear wrote: ↑
Fri May 29, 2020 9:01 pm
For example, pitch black ships heading into a docking bay that is lit up like a Christmas tree don't really make sense until one remembers that there's only one light source. Up exposure too much and it looks equally ridiculous however (and more often). Still, minds as well as eyes all work slightly differently I suppose...
Yup, it would be nice to implement multiple light sources at some point in the future. Also environment mapping (for reflections and image-based lighting) and shadows ,which would be what is needed to bring the in-game lighting to photorealistic levels. Until such time, we will still have to suspend our disbelief in a few places and accept some inherent weirdness here and there. Unfortunately, all the above need - beyond good glsl knowledge - changes to the core of how we do rendering and that ramps up the difficulty a lot, Ideally we need a render-to-framebuffer implementatoin. If there are any graphics wizards out there, this is your call, go for it.
Are there any plans to add these setings to Game Options on the f2 screen?
This is the next logical step in the implementation. Or rather, the third one. The second step would be to turn these multipliers in the shaders to uniforms, so that the core game can send values at will, instead of the values being constants and unchangeable unless you quit the game, edit the shaders and restart. Or alternativelyr, modify the existing sun_color key in shipdata.plist to accept colors with rgb components higher than 1.0,. e.g. sun_color = "15,0, 12.0, 14.0, 1.0";, so instead of multipliers you would supply actual radiance values. Normal RL resumes from Monday on for me, so I know I will not have time to do this. Again, for any graphics wizards out there, this is your call yada yada you know the drill.