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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@ -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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