Open illwieckz opened 4 years ago
We have that:
// directional sun lighting ( Doom3 style )
gl_shaderManager.load( gl_forwardLightingShader_directionalSun );
But it relies on the forward renderer, something we want to drop (#236)
@cmf028 do you think such sunlight would require the same design required by realtime shadows (#242) and would be able to leverage it? Or does it require something else?
from https://github.com/DaemonEngine/Daemon/issues/662#issuecomment-1199857651 :
Here is an example of how looks ATCS (not HD) map on Q3 tremulous mod on ioquake3 with classic lighting:
Here is an example of how looks ATCS (not HD) map on Q3 tremulous mod on ioquake3 with r_forceSun 1
:
Also not that it does not benefit from specular/normal/relief mapping here as none of this is implemented.
May be cool to have the sun from ioquake3 opengl2 renderer, or another implementation that does the job.
Note: “opengl2 renderer” means “second renderer”, not “renderer using OpenGL 2”.