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:
@@ -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++);
|
||||
|
||||
Reference in New Issue
Block a user