Precalculate the distance at which lights will fade to zero brightness. For lights with inverse falloff, use the gate value to determine the cut-off distance. Use this value to cull samples and avoid the ray tracing overhead. Hopefully not too controversially, I am going to default this to "on" with a gate value of 0.001. Unless you have > 1000 lights contributing fractional light values across your map, this is not going to make any visible difference. Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net> |
||
|---|---|---|
| .. | ||
| common | ||
| light | ||
| vis | ||