Open lukapiskorec opened 1 year ago
Fixed Shadows,
The issue directional light that casts a directionalLightShadow object was not working is that there was the default frustrum set. it is important to declare the bounds of the frustrum as I did here.
To enable disable the shadow/lighting helper object just comment out this section.
Also now the light animation is disabled, if we commit to this I will remove it completely. Feel free to raise the shadow quality as high as you wish as it should be only be calculated once at the moment.
I tried with 8192x8192, shadows look very crisp;
@lukapiskorec
Why is the color property a iMesh Instance?
//IMPORTANT NOTE;
@lukapiskorec: The explosion animation requires rework of many parts, since we need to store the explosion matrix translations when the user clicks and change everything to work with this structure: Initial Positions + Explosion matrix translations*Time This would allow us to change time to animate, and Explosion matrix translations when the user clicks a new focus point.
I also noticed that you are storing data in this structure, I need to check with you why this was necessary so that I do not break existing functionality:
var dense_matter_element = {exists: element_exists,
position: element_position,
grid_pos: element_grid_position,
color: element_color,
smooth: element_smooth,
imesh_idx: imesh_idx};
dense_matter_object[element_grid_position_str] = dense_matter_element;
Are these all the elements or a selected few that will explode?
APRIL
BEFORE RELEASE