feat: static light at top (y=20) instead of physics ball
- Light moved to (0, 20, 0) — static, no physics body - Intensity 50, range 60, warm white color - Shadow map renders from this fixed position - LightBall removed, replaced with MainLight entity
This commit is contained in:
@@ -264,12 +264,9 @@ class Program
|
|||||||
.Set(new Transform(Vector3.Zero, Quaternion.Identity, Vector3.One))
|
.Set(new Transform(Vector3.Zero, Quaternion.Identity, Vector3.One))
|
||||||
.Set(grid);
|
.Set(grid);
|
||||||
|
|
||||||
var lightSphere = ProceduralMesh.CreateSphere(0.5f, 24, 12, new Vector3(1.0f, 0.9f, 0.7f));
|
world.Entity("MainLight")
|
||||||
world.Entity("LightBall")
|
.Set(new Transform(new Vector3(0, 20, 0), Quaternion.Identity, Vector3.One))
|
||||||
.Set(new Transform(new Vector3(0, 15, 0), Quaternion.Identity, Vector3.One))
|
.Set(Light.Point(new Vector3(0, 20, 0), new Vector3(1.0f, 0.95f, 0.85f), intensity: 50.0f, range: 60.0f));
|
||||||
.Set(lightSphere)
|
|
||||||
.Set(RigidBody.DynamicSphere(0.5f, mass: 0.5f))
|
|
||||||
.Set(Light.Point(new Vector3(0, 15, 0), new Vector3(1.0f, 0.9f, 0.7f), intensity: 30.0f, range: 40.0f));
|
|
||||||
|
|
||||||
var entityCount = 0;
|
var entityCount = 0;
|
||||||
world.Each((Entity e, ref Transform _) => entityCount++);
|
world.Each((Entity e, ref Transform _) => entityCount++);
|
||||||
|
|||||||
Reference in New Issue
Block a user