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1.0.0 will have per-pixel lighting (a circle shape). The current Mine-imator has per-vertex, Minecraft has per-face lighting.

Minecraft is also  the option of smooth lighting.
Maximum, Minimum and off (off is light by pixels or blocks / such as the lighting of the Alphas of Minecraft)
 
Mine-imator should have these options.
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Minecraft is also  the option of smooth lighting.
Maximum, Minimum and off (off is light by pixels or blocks / such as the lighting of the Alphas of Minecraft)
 
Mine-imator should have these options.

 

What are you talking about?

What do you mean by the alphas of minecraft?

 

Also, It's just Face by face lighting, not pixel by pixel :P

Also the Alpha of each shadow is calculated using numbers from 0-15. 0 being dark, 15 being the brightest.

Each time it passes a blocker, the number gets decreased by 1, making it darker.

I don't understand why Mine-imator would need that?

If it's doing pixel by pixel, It's probably as smooth as its gets.

Or Am I reading what you are saying wrongly? ;p

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What are you talking about?

What do you mean by the alphas of minecraft?

 

Also, It's just Face by face lighting, not pixel by pixel :P

Also the Alpha of each shadow is calculated using numbers from 0-15. 0 being dark, 15 being the brightest.

Each time it passes a blocker, the number gets decreased by 1, making it darker.

I don't understand why Mine-imator would need that?

If it's doing pixel by pixel, It's probably as smooth as its gets.

Or Am I reading what you are saying wrongly? ;p

the lighting of the Alphas of Minecraft was of size of the block ... 
this system It reduced the lag of game.
however, the  is smooth lighting has more pixels of lighting. 
 
this lighting is in Minecraft for default in fancy graphics.
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the lighting of the Alphas of Minecraft was of size of the block ...

The alpha level has nothing to do with the block size..?

I don't get what you mean...

I went through the effort of making a grid, showing EXACTLY how minecraft lighting works.

93GvVCs.png

That is how alpha levels and light levels are calculated^

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The alpha level has nothing to do with the block size..?

I don't get what you mean...

I went through the effort of making a grid, showing EXACTLY how minecraft lighting works.

93GvVCs.png

That is how alpha levels and light levels are calculated^

los píxeles increase in the smooth lighting. (expands the light to make it larger)
but when it is not smooth. lighting is by blocks .
 
image here:

2014_01_27_15_55_27_by_marioandsonic07-d

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los píxeles increase in the smooth lighting. (expands the light to make it larger)
but when it is not smooth. lighting is by blocks .
 
image here:

2014_01_27_15_55_27_by_marioandsonic07-d

 

Oh, It seem we're talking about different things..

also, that's not what you said here:

 

Maximum, Minimum and off (off is light by pixels)

But I'm going to assume that was accident?

also, That image you posted more looks like 'per-vertex' or trinagles to me :P

Just with an Ambient occlusion at the end. (Which gives the 'blend' look)

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