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# lime
  • t

    tall-teacher-57409

    05/25/2023, 2:23 PM
    it looks fine without recording
  • h

    hallowed-ocean-84954

    05/25/2023, 2:24 PM
    yeah - ok - that makes sense - just seeing all the contours makes me think you are losing a lot of detail in the capture
  • t

    tall-teacher-57409

    05/25/2023, 2:24 PM
    DeVries's one looks more detailed

    https://cdn.discordapp.com/attachments/769686258049351722/1111298770592858234/basic_lighting_specular.png▾

  • t

    tall-teacher-57409

    05/25/2023, 2:24 PM
    idk why
  • h

    hallowed-ocean-84954

    05/25/2023, 2:24 PM
    yeah ok - nice
  • h

    hallowed-ocean-84954

    05/25/2023, 2:25 PM
    so this is a 3 component model - you have ambient, diffuse and specular ?
  • t

    tall-teacher-57409

    05/25/2023, 2:25 PM
    yep
  • h

    hallowed-ocean-84954

    05/25/2023, 2:26 PM
    cool - ok - so my guess is the intensity setting of the specular component could be higher to give a tighter hotspot. The other thing is that the overall strength of the light - but he deals with that in later chapters - I don't think at this point there is any attenuation due to distance.
  • t

    tall-teacher-57409

    05/25/2023, 2:29 PM
    how can I decrease the overall strength of light?
  • h

    hallowed-ocean-84954

    05/25/2023, 2:30 PM
    Initially think he just used a multiplier or perhaps nothing at all, but later there are equations for how light intensity falls off with distance.
  • t

    tall-teacher-57409

    05/25/2023, 2:32 PM
    yeah its set as 0.1 in the shader, but idk that looks so bright for 0.1
  • t

    tall-teacher-57409

    05/25/2023, 2:33 PM
    tried decreasing to like .0.5
  • t

    tall-teacher-57409

    05/25/2023, 2:33 PM
    0.05
  • t

    tall-teacher-57409

    05/25/2023, 2:33 PM
    *
  • t

    tall-teacher-57409

    05/25/2023, 2:33 PM
    but same
  • h

    hallowed-ocean-84954

    05/25/2023, 2:33 PM
    Add a slider in your ui and play with it realtime and see what it looks like
  • t

    tall-teacher-57409

    05/25/2023, 2:33 PM
    no ui for lime 😔
  • h

    hallowed-ocean-84954

    05/25/2023, 2:34 PM
    I thought you were getting imgui going ?
  • t

    tall-teacher-57409

    05/25/2023, 2:36 PM
    well it's kinda working in hxcpp, but compiling hxcpp crashes :/. We still working on it tho
  • t

    tall-teacher-57409

    05/25/2023, 2:36 PM
    I wanted to actually try compiling to hashlink too
  • t

    tall-teacher-57409

    05/25/2023, 2:36 PM
    but crashes as well
  • t

    tall-teacher-57409

    05/25/2023, 2:36 PM
    idk why
  • t

    tall-teacher-57409

    05/25/2023, 2:36 PM
    something related to a vertex shader
  • h

    hallowed-ocean-84954

    05/25/2023, 2:38 PM
    Ah... that makes it hard
  • t

    tall-teacher-57409

    05/25/2023, 2:42 PM
    do you have any clue though

    https://cdn.discordapp.com/attachments/769686258049351722/1111303203359834173/image.png▾

  • t

    tall-teacher-57409

    05/25/2023, 2:42 PM
    on why's that happening
  • t

    tall-teacher-57409

    05/25/2023, 2:42 PM
    the samples work fine
  • h

    hallowed-ocean-84954

    05/25/2023, 2:44 PM
    Is the gl ctx null ? VERTEX_SHADER is a gl ctx constant right ?
  • p

    powerful-morning-89

    05/25/2023, 2:45 PM
    Use a debugger! ...oh wait this is hashlink and you're on linux.
  • t

    tall-teacher-57409

    05/25/2023, 2:45 PM
    idk, its just webgl2
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