On Mon, 28 Jun 2021 12:13:44 GMT, Nir Lisker <nlis...@openjdk.org> wrote:

> Adds a directional light as a subclass of `LightBase`. I think that this is 
> the correct hierarchy for it.
> 
> I tried to simulate a directional light by putting a point light far away, 
> but I got artifacts when the distance was large. Instead, I added an on/off 
> attenuation flag as the 4th component of the attenuation 4-vector. When it is 
> 0, a simpler computation is used in the pixel/fragment shader that calculates 
> the illumination based on the light direction only (making the position 
> variables meaningless). When it is 1, the point/spot light computation is 
> used. It's possible that the vertex shader can also be simplified in this 
> case since it does not need to transform the position vectors, but I left 
> this optimization avenue for another time.
> 
> I noticed a drop of ~1 fps in the stress test of 5000 meshes.
> 
> I added a system test that verifies the correct color result from a few 
> directions. I also updated the lighting sample application to include 3 
> directional lights and tested them on all the models visually. The lights 
> seem to behave the way I would expect.

My commit message was wrong. I updated the `@since` tag, not the copyright 
year. I'll let the copyright year script do all the changed files together 
instead of doing it by hand.

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PR: https://git.openjdk.java.net/jfx/pull/548

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