fix: remove static MainLight, increase LightBall intensity to 30, range 40

- Only one light source: the physics LightBall
- Intensity 30 (was 20), range 40 (was 30) for stronger illumination
- Static MainLight removed so renderer picks the dynamic ball
This commit is contained in:
emil28092005
2026-06-18 19:28:17 +03:00
parent 6a7d6ee3eb
commit 905dd839c8
+1 -5
View File
@@ -264,16 +264,12 @@ class Program
.Set(new Transform(Vector3.Zero, Quaternion.Identity, Vector3.One))
.Set(grid);
world.Entity("MainLight")
.Set(new Transform(new Vector3(0, 8, 0), Quaternion.Identity, Vector3.One))
.Set(Light.Point(new Vector3(0, 8, 0), new Vector3(1.0f, 0.9f, 0.7f), intensity: 15.0f, range: 25.0f));
var lightSphere = ProceduralMesh.CreateSphere(0.5f, 24, 12, new Vector3(1.0f, 0.9f, 0.7f));
world.Entity("LightBall")
.Set(new Transform(new Vector3(0, 15, 0), Quaternion.Identity, Vector3.One))
.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: 20.0f, range: 30.0f));
.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;
world.Each((Entity e, ref Transform _) => entityCount++);