sebastian.vesenmayer Posted May 5, 2020 Share Posted May 5, 2020 (edited) Hello, can you explain what this function should be doing, the documentation is not really precise on that :) https://developer.unigine.com/en/docs/2.11/api/library/lights/class.lightproj?rlang=cpp#setZNear_float_void Thanks Edited May 5, 2020 by sebastian.vesenmayer Link to comment
silent Posted May 6, 2020 Share Posted May 6, 2020 You can check the non-API description for more information: https://developer.unigine.com/en/docs/2.11/objects/lights/proj/?rlang=cpp How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
sebastian.vesenmayer Posted May 6, 2020 Author Share Posted May 6, 2020 (edited) Ok this is not very clear to me, so what happens exactly? When an object or pixels distance to the light is smaller than the near clipping value it should not be lit? Edited May 6, 2020 by sebastian.vesenmayer Link to comment
silent Posted May 6, 2020 Share Posted May 6, 2020 Basically, this parameter affects how the shadow of the lit objects should look like. With fully deferred rendering you can't simply disable light from a specific surface of the mesh (I assume that you would trying to do with changing the ZNear parameter). How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
sebastian.vesenmayer Posted May 6, 2020 Author Share Posted May 6, 2020 (edited) 11 minutes ago, silent said: Basically, this parameter affects how the shadow of the lit objects should look like. Ok so this is only for shadows and not illumination in your engine.There is no information in the documentation, add it please :) 11 minutes ago, silent said: With fully deferred rendering you can't simply disable light from a specific surface of the mesh (I assume that you would trying to do with changing the ZNear parameter). Well I am sure it is possible in deferred rendering if the shader is implemented to compare distance to light source with ZNear parameter for illumination :) Thanks Edited May 6, 2020 by sebastian.vesenmayer Link to comment
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