Shadowmage Posted December 17, 2015 Share Posted December 17, 2015 Have noticed this with most parts that add directional (Spot) type lights -- when at TimeWarp > 1, the lights will shine on the planet even though it should be -waaaay- out of reach (light has a distance setting of 150m; works properly at TimeWarp=1). (E.G. USI/UKS Orbital Shipyard exhibits this problem) I'm thinking that when TimeWarp is activated the rendering engine switches things up and starts cheating regarding rendering/perspective/distances of the planets (did this in a game I was designing, where I would render distant planets at a much closer point, merely scaled properly to maintain perspective; was done to fix problems of depth-buffer near/far clipping problems and overall depth-buffer precision when working with vast distances and single-precision floating point numbers). I am using a custom lighting module on my parts where I have access to the actual Light object, so I have the opportunity/ability to apply some inverse-scaling to 'fix' the problem, if I can find out what is going on and what scaling to apply. Link to comment Share on other sites More sharing options...
NathanKell Posted December 18, 2015 Share Posted December 18, 2015 Known issue when in scaled space. Scaled space represents planets as 1/6000th their real size (and distances are multiplied by 1/6000), so that means planets are close enough that they will be affected by lights. Link to comment Share on other sites More sharing options...
Shadowmage Posted December 18, 2015 Author Share Posted December 18, 2015 8 hours ago, NathanKell said: Known issue when in scaled space. Scaled space represents planets as 1/6000th their real size (and distances are multiplied by 1/6000), so that means planets are close enough that they will be affected by lights. Sweet, thanks for the info. I -might- be able to fix it up using that Though I suppose if it is only the planets being scaled, any 'fix' that un-lit the planet would dim the light proportionately within its effective range. Hmm...still might be able to clip the lights max range to keep it from lighting up the planet. At least I know where to start / what I'm looking for. Thanks again for the detailed and helpful information Link to comment Share on other sites More sharing options...
NathanKell Posted December 18, 2015 Share Posted December 18, 2015 Exactly, if you change the falloff it'll break regarding illuminating other nearby vessels. Link to comment Share on other sites More sharing options...
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