What can cause these shadows?

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burli
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Re: What can cause these shadows?

by burli » Mon May 23, 2016 11:07

duane wrote:That's interesting. Burli, what happens if you just remove the set_lighting call altogether? I did that with fun_caves/master since it didn't seem to be necessary anyway, and (perhaps coincidentally) haven't seen any shadows afterward. set_lighting seems to be a waste of cpu time unless you're actually changing ground level.

Still no shadows after a short test. Have not much time. Will try a more detailed test later
 

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burli
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Re: What can cause these shadows?

by burli » Mon May 23, 2016 20:50

Ok, I played a while and made some other tests with the mod. Never saw any unwanted shadows.

I guess this will help future modders
 

paramat
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Re: What can cause these shadows?

by paramat » Wed Jun 01, 2016 21:17

Interesting.

> set_lighting seems to be a waste of cpu time unless you're actually changing ground level.

If you use the mapgen flag 'nolight' then you don't need 'set lighting 0, 0', otherwise it's essential to remove the previous light values calculated for the core mapgen terrain.
if a mod alters a world then lighting needs to be set to 0 in the volume before running 'calc_lighting' in that volume.
 

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duane
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Re: What can cause these shadows?

by duane » Sun Jun 05, 2016 09:38

paramat wrote:Interesting.

If you use the mapgen flag 'nolight' then you don't need 'set lighting 0, 0', otherwise it's essential to remove the previous light values calculated for the core mapgen terrain.
if a mod alters a world then lighting needs to be set to 0 in the volume before running 'calc_lighting' in that volume.


In the cases I've been working with lately, I'm changing things underground, with the (mapgen) cave generation turned off, so I think the game is setting the lighting to zero anyway, since it spawns nothing but stone and ore.
 

paramat
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Re: What can cause these shadows?

by paramat » Sun Jun 05, 2016 11:57

Yeah. Just mese block glows so that's the only subtle glow that will linger.
 

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