Canvas Renderer

Canvas Renderer

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Smooth lighting not applying correctly to snow layers

ChloeDawn opened this issue ยท 1 comments

commented

Canvas version: 0.6.2.283
Indigo version: 0.1.3+9e67cf46

screenshot

Configuration:

{ 
	/* Applies material properties and shaders to items. (WIP) */ 
	"itemShaderRender": false,
	/* Reduces terrain lighting to full darkness in absence of moon/torch light. */ 
	"hardcoreDarkness": false,
	/* Makes terrain fog a little less foggy. */ 
	"subtleFog": false,
	/* Truly smoothh lighting. Some impact to memory use, chunk loading and frame rate. */ 
	"hdLightmaps": true,
	/* Slight variation in light values - may prevent banding. Slight performance impact and not usually necessary. */ 
	"lightmapNoise": true,
	/* Mimics directional light. */ 
	"diffuseShadingMode": "SKY_ONLY",
	/* Makes light sources less cross-shaped. Chunk loading a little slower. Overall light levels remain similar. */ 
	"lightSmoothing": true,
	/* Mimics light blocked by nearby objects. */ 
	"aoShadingMode": "SUBTLE_ALWAYS",
	/* Setting > 0 may give slightly better FPS at cost of potential flickering when lighting changes. */ 
	"maxLightmapDelayFrames": 0,
	/* Extra lightmap capacity. Ensure enabled if you are getting `unable to create HD lightmap(s) - out of space' messages. */ 
	"moreLightmap": true,
	/* Helps with chunk rebuild and also rendering when player is moving or many blocks update. */ 
	"fastChunkOcclusion": true,
	/* Draws multiple chunks with same view transformation. Much faster, but try without if you see visual defects. */ 
	"batchedChunkRender": true,
	/* Adjusts quads on some vanilla models (like iron bars) to avoid z-fighting with neighbor blocks. */ 
	"preventDepthFighting": true,
	/* Forces game to allow up to this many nanoseconds for chunk loading each frame. May prevent chunk load delay at high FPS. */ 
	"minChunkBudgetNanos": 100000,
	/* Output runtime per-material shader source. For shader development debugging. */ 
	"shaderDebug": false,
	/* Shows HD lightmap pixels for debug purposes. Also looks cool. */ 
	"lightmapDebug": false,
	/* Summarizes multiple errors and warnings to single-line entries in the log. */ 
	"conciseErrors": true,
	/* Writes information useful for bug reports to the game log at startup. */ 
	"logMachineInfo": true
}
commented

Placing the light source one block above results in spottiness of lighting, too.

screenshot