Skip to content

Globe Lighting #1251

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 14 commits into from
Oct 22, 2013
Merged

Globe Lighting #1251

merged 14 commits into from
Oct 22, 2013

Conversation

bagnell
Copy link
Contributor

@bagnell bagnell commented Oct 18, 2013

Adds temporary globe lighting that is disabled by default.

@emackey Feel free to make any tweaks that you think could make it look better.

@@ -227,6 +254,12 @@ define([
},
u_oceanNormalMap : function() {
return that._oceanNormalMap;
},
u_lightingFadeOutDistance : function() {
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Make these a single vec2 uniform. Setting individual uniforms - especially for this particle shader - is one of our bottlenecks.

@pjcozzi
Copy link
Contributor

pjcozzi commented Oct 19, 2013

Can we add a simple rendering test for when enableLighting is true?

@pjcozzi
Copy link
Contributor

pjcozzi commented Oct 19, 2013

The difference between the fade distances is a little quick for me, but it's up to you.

Consider using NearFarScalar, if appropriate, like billboards and labels.

@bagnell
Copy link
Contributor Author

bagnell commented Oct 21, 2013

@pjcozzi This is ready.

pjcozzi added a commit that referenced this pull request Oct 22, 2013
@pjcozzi pjcozzi merged commit eca91d4 into master Oct 22, 2013
@pjcozzi pjcozzi deleted the globeLighting branch October 22, 2013 12:51
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants