Because this is hideous to me:
https://imgur.com/aYZw2Xf
Can I change the way the light adjusts from NearZ to FarZ? Such as Linear, Quadratic, etc?
Also... will "Problems That Don't Need Their Own Thread" ever return?
Not for the flashlight.
Right. What I'm showing in the image I've created a "Flashlight Swep."
I'm also trying to make it using the flashlight lamp model.
Another thing I'm gonna need help with is placing that flashlight in the player's hand(s) in third person.
As far as first person goes, I figure I'll probably do something similar to what I did with my "Sawbow"... bone parenting to the viewmodel. Not sure which weapon I'll use though.
if self:GetFlashLightActive(false) then
if not self.LastLightState then self.LastLightState = true end
if !self.ProjectedLight then self.ProjectedLight = ProjectedTexture() end
I see. No, you cannot change attenuation as of right now for ProjectedTexture() objects. (You can however change far and near z planes)
I may look into adding it sometime this week.
Oh. Thanks!
Sorry for the offtop, but can you also fix spectator's view of a flashlight?
Added SetQuadraticAttenuation, SetLinearAttenuation, SetConstantAttenuation, and their getters as well.
I will be documenting them on wiki now, you can only access them on the Dev branch.
Awesome! Thank you
Holy shit, that means we can render global illumination passes with (at last) correct falloffs in light intensity (WITHOUT rendering several times for different light sizes and having to merge them together)
awesome
Probably unrelated other than it's another "beta" option below Dev, what are "chromium -" and "prerelease - Pre-Release Branch"?
Chromium is an outdated dev branch that uses Chromium instead of Awesomium. Prerelease is the branch that tests what will be in the next update, which may not be everything from the dev branch. This is usually updated right before an update is released.
Sorry, you need to Log In to post a reply to this thread.