[video output=day099 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Test Enviroment Maps" vod_platform=youtube id=07UpVTmIKdU annotator=Miblo annotator=dspecht]
[2:27][Blackboard: Make some light fields]
[7:47][Create test environment_maps]
[9:58][Initialise environment_maps]
[11:51][Setup the LOD (Level of Detail) picker]
[13:35][Pass the maps to CoordinateSystem]
[14:27][Compile and clean up]
[15:38][Run and get nothing in particular happening]
[16:06][Draw the EnvMaps]
[22:56][Prepare the EnvMaps]
[26:06][Check it out in-game]
[26:42][Note the bugs and extol the virtues of structured art]
[29:00][Look at fixing the sampling of the Bottom map]
[31:29][Prioritise straightening out the coordinate systems]
[32:25][Fix that sampling of the Bottom map]
[35:03][Math is right even when you're wrong][quote 60]
[35:16][Implement a checkerboard pattern for the EnvMaps]
[40:03][Implement ToV4]
[40:55][Continue with the checkerboard routine]
[43:52][View the checkerboard in-game]
[44:56][Introduce TestDiffuse and TestNormal]
[47:25][Take a look in-game and change the colour of the background]
[48:08][Take a look at what we were doing in SampleEnvironmentMap]
[48:40][Use the Normal to look up into the environment_map]
[49:25][View it in-game]
[50:35][Q&A][:speech]
[51:30][@poohshoes][In the MoveEntity function you have two variables that are never used: NewPlayerP and OldPlayerP. Will you delete them for me?]
[52:28][@ttbjm][Would this scheme let you have a pool of water reflect a starry sky?]
[53:25][Blackboard: Reflecting a starry sky in a pool of water]
[56:15][@cdawzrd][if you wanted to see the lighting distort according to the spherical shape of the normal map, would that just be part of fixing the math in the section where you sample from the env map, or is there more to it?]
[56:52][@grumpygiant256][What are the benefits to having 3 top-middle-bottom EnvMaps vs just using 1 EnvMap for the whole thing?]
[57:33][Blackboard: Preview of how the EnvMaps will work]
[59:48][@cdawzrd][I'm not sure I understand the point of the bottom map. Will the ground be contributing lighting to objects above the ground?]
[1:01:24][@cdawzrd][Will you need a set of EnvMaps for each 'level' in Z?]
[1:03:06][@grumpygiant256][Any plans for doing over-brightening on the lights? (Or even HDR?)]
[1:04:37][@starchypancakes][Could you contain all lighting information in a 5 byte bitmap: 0-255 Absorbance/reflectance scale for RGB, Alpha, and scattering? I want to try it but I feel really hesitant because you warned against non-32 bit aligned structs]
[1:05:50][@grumpygiant256][Even just using a 0-2 lighting range gets good results]
[1:06:16][@cdawzrd][Do you plan on 'camera level' lighting effects such as 'stun grenade' for lack of a better example?]
[1:06:55][@oliholli][If you can do without alpha, could you possibly use RGBE, where the E is the exponent for all channels?]
[1:08:31][@cowfu][Is saturation very hard to overlay?]
[1:09:00][Introduce render_entry_saturation]
[1:12:59][Blackboard: Saturation]
[1:13:58][Calculate the Avg and Delta]
[1:16:03][Check it out in-game and then drive it off an animated parameter]
[1:18:06][@miblo][Will light get reflected horizontally from walls etc. in this scheme?]
[1:18:53][@andsz_][Yay! Now we can oversaturate]
[1:19:08][Close down][:speech]
[/video]
