Open rdw-software opened 7 months ago
This doesn't meaningfully change the output of the lighting model; Flattening the terrain doesn't resolve any of the remaining rendering issues, which makes me think that this is more or less completely irrelevant (within the acceptable margin of error).
Looks like switching the output format from sRGB to RGBA fixed all remaining issues - at least as far as I can tell.
Hmm... I think this was actually unrelated to the sRGB output; there are some inaccuracies on sloped terrain still. IIRC replacing the diffuse textures with a white (blank) image and disabling all other rendering features resulted in visible differences for the interpolated colors from the directional light source. I also feel like there are visible differences on xmas_fild01
(blue-ish tint).
No big deal, but I'll reopen this nonetheless. First, should try to reproduce the original issue in a flattened pay_dun00
though.
One of the issues I've found while investigating #345 and #352 is that the surface normals are clearly wrong (at least for slopes). It's unclear whether this is a big problem; it might explain why diffuse colors aren't rendered correctly, but it may also be a red herring. In order to investigate the impact of this, a flat terrain map should be created, by simply setting all heights to zerot:
pay_dun00
then there may be yet another problem that needs investigatingpay_dun00
and the slopes inxmas_fild01
I'm fairly certain that they took some shortcuts here to generate less accurate normals faster, which explains the delta.