pushing poiint lights way out seems to be better overall

This commit is contained in:
Stewart Allen 2022-01-19 22:06:55 -05:00
commit e682881374
4 changed files with 14 additions and 16 deletions

View file

@ -242,31 +242,29 @@
for (let l of lights || []) {
SCENE.remove(l);
}
x *= 1.1; y *= 1.1; z *= 1.1;
// override
x = y = z = 20000;
x *= 2; y *= 2; z *= 2;
// add new
let x0 = -x/2, y0 = -y/2, z0 = 0;
let x1 = x/2, y1 = y/2, z1 = z / 2, z2 = z;
lights = [
// top
addLight( x0, y0, z1, lightIntensity * 2.5),
addLight( x0, y1, z1, lightIntensity * 2.0),
addLight( x1, y1, z1, lightIntensity * 2.5),
addLight( x1, y0, z1, lightIntensity * 2.0),
// addLight( 0, y0, z0, lightIntensity * 1.2),
// addLight( 0, y1, z0, lightIntensity * 0.8),
// addLight( x0, 0, z0, lightIntensity * 1.2),
// addLight( x1, 0, z0, lightIntensity * 0.8),
// middle
addLight( x0, y0, z0, lightIntensity * 0.8),
addLight( x0, y1, z0, lightIntensity * 1.2),
addLight( x1, y1, z0, lightIntensity * 0.8),
addLight( x1, y0, z0, lightIntensity * 1.2),
// bottom
addLight( x0, y0, -z1, lightIntensity * 0.5),
addLight( x0, y1, -z1, lightIntensity * 0.2),
addLight( x1, y1, -z1, lightIntensity * 0.5),
addLight( x1, y0, -z1, lightIntensity * 0.2),
// center top/bottom
addLight( 0, 0, z2, lightIntensity * 1.2),
addLight( 0, 0, -z2, lightIntensity * 0.8),
];