I am currently dealing with some pretty intricate lighting code.
In particular, the LightGeometryNode iterates through all entities with a LightComponent whether the component's type is directional or point and handles them accordingly.
However, while the rendering of point lights is quite obvious just by placing or holding torches, the only directional light I'm aware of is the sun/moon main light, which is handled in DirectionalLightsNode (the name is wrong: it really only deals with the one main light and will be renamed).
So, my question at this stage is: what is the envisioned use of directional lights? Because by my understanding these are light sources with parallel light rays, which are really only occurring with very large distances, i.e. in space.
I can think of one potential use in terms of large surfaces emitting light, i.e. a lava lake. It could perhaps make some sense to use directional lights with some distance limit for that. But uniformly distributed point light (not necessarily one per block) might achieve better visual results without much of a performance hit.
What do you guys think?
In particular, the LightGeometryNode iterates through all entities with a LightComponent whether the component's type is directional or point and handles them accordingly.
However, while the rendering of point lights is quite obvious just by placing or holding torches, the only directional light I'm aware of is the sun/moon main light, which is handled in DirectionalLightsNode (the name is wrong: it really only deals with the one main light and will be renamed).
So, my question at this stage is: what is the envisioned use of directional lights? Because by my understanding these are light sources with parallel light rays, which are really only occurring with very large distances, i.e. in space.
I can think of one potential use in terms of large surfaces emitting light, i.e. a lava lake. It could perhaps make some sense to use directional lights with some distance limit for that. But uniformly distributed point light (not necessarily one per block) might achieve better visual results without much of a performance hit.
What do you guys think?