I've done a lot of work this week. I've deciphered that adding a new UDMF var for light brightness is redundant. Instead light brightness can be defined by setting a light's R,G, or B values to magnitudes higher than 255.
In addition to this I have also implemented an improved, more natural looking light attenuation formula that can be enabled and configured through the following CVars:
Code: Select all
gl_lightlinearattenuation
gl_lightattenuationcoefficient
Further experiments I'm planning:
- Fully integrated self shadowing parallax occlusion mapping
- Rendering of volumetric materials/lights
- Advanced Specular and PBR materials for sprites
- Advanced rendering of image planes with PBR/Spec + depthmapping.
GIT Repo
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