CauldronGPU.Sectors.Live.LightTable (CauldronGPU v0.3.3)

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Sector light falling with distance, as an CauldronGPU.Environment light_table: column n of 256 is light level n (as CauldronGPU.Sectors.Live.Lightmap writes it), row r the distance r / (rows - 1) of the table's reach, and each texel the share of a colour's display value left by the light table Cauldron2D.Sectors.Light.table/3 picks for that level and distance, as (maps - table) / maps. It is meant for light_space: :display.

{texture, reach} = CauldronGPU.Sectors.Live.LightTable.texture(1 / 32, [])

scale is metres per map unit; reach comes back in metres. light is the options Cauldron2D.Sectors.Light takes (:maps, :levels, :fade). Options: :rows (default 1024) and :reach in map units (default 2048).

Summary

Functions

The light table texture and its reach in metres.

Functions

texture(scale, light, opts \\ [])

@spec texture(number(), keyword(), keyword()) :: {CauldronGPU.Texture.t(), float()}

The light table texture and its reach in metres.