pushing poiint lights way out seems to be better overall
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7a4e0d515d
commit
e682881374
4 changed files with 14 additions and 16 deletions
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@ -1879,18 +1879,18 @@
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gridMinor = unitMM ? 5 : 25.4 / 10;
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if (updateDark) {
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if (ctrl.dark) {
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SPACE.platform.set({ light: 0.13 });
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SPACE.platform.set({ light: 0.06 });
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SPACE.platform.setFont({rulerColor:'#888888'});
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SPACE.platform.setGrid(gridMajor, gridMinor, 0x666666, 0x333333);
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SPACE.platform.opacity(0.05);
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SPACE.sky.set({ color: 0, ambient: { intensity: 0.07 } });
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SPACE.sky.set({ color: 0, ambient: { intensity: 0.5 } });
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DOC.body.classList.add('dark');
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} else {
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SPACE.platform.set({ light: 0.12 });
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SPACE.platform.set({ light: 0.06 });
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SPACE.platform.setFont({rulerColor:'#333333'});
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SPACE.platform.setGrid(gridMajor, gridMinor, 0x999999, 0xcccccc);
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SPACE.platform.opacity(0.2);
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SPACE.sky.set({ color: 0xffffff, ambient: { intensity: 0.3 } });
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SPACE.sky.set({ color: 0xffffff, ambient: { intensity: 1 } });
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DOC.body.classList.remove('dark');
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}
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SPACE.platform.setSize();
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@ -451,8 +451,8 @@ console.log/** Copyright Stewart Allen <sa@grid.space> -- All Rights Reserved */
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geometry,
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new THREE.MeshPhongMaterial({
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color: 0xffff00,
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specular: 0x181818,
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shininess: 100,
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specular: 0x202020,
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shininess: 125,
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transparent: true,
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opacity: solid_opacity
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})
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@ -45,7 +45,7 @@ function init() {
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opacity: 0,
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color: 0xdddddd,
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zoom: { reverse: true, speed: 1 },
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size: { width: 2000, depth: 2000, height: 0.05, maxz: 200 },
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size: { width: 2000, depth: 2000, height: 0.05, maxz: 2000 },
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grid: { major: 25, minor: 5, zOffset: 0,
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colorMajor: 0xcccccc, colorMinor: 0xeeeeee,
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colorX: 0xff7777, colorY: 0x7777ff },
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@ -242,31 +242,29 @@
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for (let l of lights || []) {
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SCENE.remove(l);
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}
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x *= 1.1; y *= 1.1; z *= 1.1;
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// override
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x = y = z = 20000;
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x *= 2; y *= 2; z *= 2;
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// add new
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let x0 = -x/2, y0 = -y/2, z0 = 0;
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let x1 = x/2, y1 = y/2, z1 = z / 2, z2 = z;
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lights = [
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// top
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addLight( x0, y0, z1, lightIntensity * 2.5),
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addLight( x0, y1, z1, lightIntensity * 2.0),
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addLight( x1, y1, z1, lightIntensity * 2.5),
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addLight( x1, y0, z1, lightIntensity * 2.0),
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// addLight( 0, y0, z0, lightIntensity * 1.2),
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// addLight( 0, y1, z0, lightIntensity * 0.8),
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// addLight( x0, 0, z0, lightIntensity * 1.2),
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// addLight( x1, 0, z0, lightIntensity * 0.8),
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// middle
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addLight( x0, y0, z0, lightIntensity * 0.8),
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addLight( x0, y1, z0, lightIntensity * 1.2),
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addLight( x1, y1, z0, lightIntensity * 0.8),
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addLight( x1, y0, z0, lightIntensity * 1.2),
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// bottom
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addLight( x0, y0, -z1, lightIntensity * 0.5),
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addLight( x0, y1, -z1, lightIntensity * 0.2),
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addLight( x1, y1, -z1, lightIntensity * 0.5),
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addLight( x1, y0, -z1, lightIntensity * 0.2),
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// center top/bottom
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addLight( 0, 0, z2, lightIntensity * 1.2),
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addLight( 0, 0, -z2, lightIntensity * 0.8),
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];
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