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View Code? Open in Web Editor NEWLighting extension for Minko
License: MIT License
Lighting extension for Minko
License: MIT License
Hey there,
my build server throws an exception about some possible not defined proeprties in LightController.as:
[compc] D:\TeamCity\buildAgent\work\9dfee1d89e9c245\src\aerys\minko\scene\controller\light\LightController.as(156): Spalte: 18 Fehler: Zugriff auf eine möglicherweise nicht definierte Eigenschaft type über einen Verweis mit statischem Typ aerys.minko.scene.node.light:AbstractLight
[23:21:17][compc]
[23:21:17][compc] return light1.type - light2.type;
[23:21:17][compc] ^
[23:21:17][compc]
[23:21:17][compc] D:\TeamCity\buildAgent\work\9dfee1d89e9c245\src\aerys\minko\scene\controller\light\LightController.as(156): Spalte: 32 Fehler: Zugriff auf eine möglicherweise nicht definierte Eigenschaft type über einen Verweis mit statischem Typ aerys.minko.scene.node.light:AbstractLight
[23:21:17][compc]
[23:21:17][compc] return light1.type - light2.type;
[23:21:17][compc] ^
[23:21:17][compc]
[23:21:17][compc] D:\TeamCity\buildAgent\work\9dfee1d89e9c245\src\aerys\minko\scene\controller\light\LightController.as(45): Spalte: 46 Fehler: Zugriff auf eine möglicherweise nicht definierte Eigenschaft type über einen Verweis mit statischem Typ aerys.minko.scene.node.light:AbstractLight
[23:21:17][compc]
[23:21:17][compc] _lightData.setLightProperty('type', light.type);
Kind Regards
Wolf
LightingPass.as @ line 224 return Shader.create("lighting pass", clipspacePosition, pixelColor);
LightDepthPath.as @ line 48 return Shader.create("light depth pass", clipspacePosition, pixelColor);
The static function create does not accept 3 parameters.
I've experienced some bugs with the lighting in 2.0b.
I have tried to look deeper into the code about what's going on, but not sure - it's a lot of new code to familiarize myself with.
I'll leave the example the demonstrates these online at http://algomorph.com/sample, perhaps more can be gleaned from looking at these things than my descriptions.
In the meantime, I'll continue exploring the new minko-collada extension and come back to this later.
It seems to me that the DirectionalLight transform doesn't work.
_light.transform.setTranslation(0, -100, 0);
In the directional light example, the light source didn't change it's position.
The shadows are on the same wall as before.
Regards!
Hi,
It seems that you use
LightAwareShaderPart's vsWorldNormal to calculate the envmap.
vsWorldNormal = toWorld(vertexAnimationShaderPart.getAnimatedVertexNormal());
So when i want to share a recalculated normal to fragment shader.
I can use the new normal to calculate lights.
But i can't use it to calculate it's envmap.
Because applyEnvironmentMapping() uses vsWorldNormal.
I think a normal:SFloat for applyEnvironmentMapping() would solve this issue.
Thx.
The current sources of minko-lighting won't build.
It fails on line 97 of LightAwareShaderPart.as
var vertexTangent : SFloat = vertexAnimationShaderPart.getAnimatedVertexTangent();
saying getAnimatedVertexTangent is not a miethod of VertexAnimationShaderPart
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