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Merge pull request #111 from RagnarokResearchLab/scene-lighting-fixups
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Fix up some phrases in the scene lighting description
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rdw-software authored Mar 2, 2024
2 parents a9c7ac0 + 6e756fd commit 2b7603f
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4 changes: 2 additions & 2 deletions docs/rendering/scene-lighting.md
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Expand Up @@ -147,7 +147,7 @@ This quantization step is the cause of [color banding](https://en.wikipedia.org/

Lightmap textures affect only the terrain ([ground mesh](/rendering/ground-mesh)) directly. Scene decorations may be lit separately (see [Object Lighting](#object-lighting)).

Said alpha channel encodes the [ambient occlusion](https://en.wikipedia.org/wiki/Ambient_occlusion) percentage, while the RGB channel encodes the light contribution of the [dynamic light sources](#dynamic-lights) that were used to bake the lightmap texture. Colors lose even more precision due to the alpha channel:
The alpha channel encodes an [ambient occlusion](https://en.wikipedia.org/wiki/Ambient_occlusion) percentage, while the RGB channel encodes the light contribution of the [dynamic light sources](#dynamic-lights) that were used to bake the lightmap texture. Colors lose even more precision due to the alpha channel:

![posterized-lightmaps-closeup.png](posterized-lightmaps-closeup.png)

Expand All @@ -157,7 +157,7 @@ Each lightmap texture slices include a buffer area (1 pixel wide) that's designe

## Vertex Fogging Stage

Adds a basic color grading effect to any scene that uses the effect - if there's no fog this is effectively a NOOP.
Applies a basic color grading effect to any scene that's configured to use fog. If there's no fog, this is effectively a NOOP.

### Fog Parameters

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