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
@spec texture(number(), keyword(), keyword()) :: {CauldronGPU.Texture.t(), float()}
The light table texture and its reach in metres.