LambDynamicLights

LambDynamicLights

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Dynamic light does not affect handheld items

MeeniMc opened this issue ยท 5 comments

commented

When hodling a torch in-hand, the 'lightlevel' of the handheld torch item will reflect ambient light, rather than being set to 15 (the item being a torch!). Same thing happens to the item held in the other hand.

MC 1.16.3, LambDynamicLights 1.3.1, Sodium 0.1.0, Phosphor 0.6.0

commented

I am doing some cleanup on my pending issues/prs because I have too many opened.

This is vanilla equivalent so out of scope of the mod IMO.

commented

Can you please provide a screenshot or a video highlighting what you're describing?

I'm not sure what happens.

commented

Initial report is not quite correct, the problem is weirder. The brighness of the hand-held item is not dependent upon ambient brightness, but on player orientation (why?!!).

(Test done w/o Phosphor/Sodium here, same would happen with Phosphor/Sodium).

case 1: In-hand torch is dim:
2020-09-30_15 37 19

case2: in-hand torch brightness varies with player orientation; player is at the same block position, but only looking approx 90 degrees rotated. Brightness variation is repeatable with player orientation.
2020-09-30_15 37 26

case3: torch on the wall is bright yellow in all orientations, in-hand torch is still dim despite ambient lightlevel 15:
2020-09-30_15 37 44

commented

Same issue w/o a texture pack:
2020-09-30_15 50 18

Same issue with Vanilla mc1.16.3 (no mods!)
2020-09-30_15 52 46

At this point I do no view it as a bug in you mod, since Vanilla does the same thing. It's more a feature request: you should pump-up the rendering lightlevel of emissive handheld items to whatever lightlevel they produce (so 15 for a torch).

commented

So, here's it's entity rendering and light level (yeah, even in first person render the held item is part of the entity rendering).

In theory the same thing could happen with a fox holding a torch with different view angle. (or any mob holding a light for the matter).

Though, this is quite weird and might be strongly Vanilla related.

The code I have will always try to set the entity luminance with higher priority than any other light level. In the case of a torch the luminance value is 14 (from Vanilla code), so unless there's even a brighter light source (like fire or lava) it should be very consistent and stay at 14 at all time.

The fact it darkens is very weird.