[1:21:21][Produce a smoother falloff in EndLightingComputation()][:lighting]
[1:22:01][Check out our spotlight's smoother falloff][:lighting :run]
[1:22:15][Try to further smooth our falloff in EndLightingComputation()][:lighting]
[1:22:28][Find that our falloff is less smooth][:lighting :run]
[1:22:48][Try producing a harsher falloff in EndLightingComputation()][:lighting]
[1:23:26][Check out our blocky falloff][:lighting :run]
[1:23:38][Reduce the light intensity from 0.1 to 0.025 of the max in EndLightingComputation()][:lighting]
[1:23:45][Check out our less intense light][:lighting :run]
[1:23:57][Revert to linear falloff, with the lower intensity in EndLightingComputation()][:lighting]
[1:24:04][Check out our linear falloff, and lower intensity spotlight][:lighting :run]
[1:24:51][Consider how to proceed with our :lighting][:speech]
[1:27:01][Consider our falloff edge artifact to not need solving][:lighting :run]
[1:29:09][Make EndLightingComputation() collect appropriate amounts of light from the six directions][:lighting]
[1:34:56][See our unlit world][:lighting :run]
[1:35:02][Temporarily hard set the UpA to 1.0 in EndLightingComputation()][:lighting]
[1:35:50][See our still until world][:lighting :run]
[1:35:53][Fix EndLightingComputation() to multiply our light colours by 255][:lighting]
[1:36:16][Check out our brightly lit world][:lighting :run]
[1:36:19][Make EndLightingComputation() correctly normalise the inverse total light][:lighting]
[1:36:55][Check out our directionally lit world, with the sprites incorrectly lit][:lighting :run]
[1:39:27][Adjust the ground cover's normal in FillUnpackedEntity()][:"entity system"]
[1:40:51][Check out our directionally lit ground cover][:lighting :run]
[1:41:17][Further adjust the ground cover's normal in FillUnpackedEntity()][:"entity system"]
[1:41:35][Check out our directionally lit ground cover and monstar sprite][:lighting :run]
[1:42:20][Q&A][:speech]
[1:44:18][@devsigner][Q: Could you give sort of a brief high-level explanation of how the :lighting works?]
[1:44:40][@somebody_took_my_name][Q: Are the cube artifacts a result of the view vector reflection instead of the light vector reflections?][:lighting]
[1:45:03][Make our materials pure diffuse in CompileZBiasProgram()][:lighting]
[1:45:27][Continue to see our spotlight falloff edge artifact][:lighting :run]
[1:45:40][Consider our voxel trilinear interpolation to be the problem][:lighting :speech]
[1:47:58][:Lighting][:blackboard]
[1:48:57][:Lighting at Startup: 1) Light Probe Distribution][:blackboard]
[1:49:55][:Lighting during Run-time: 2) Light Probe Table Index Assignment][:blackboard]
[1:53:41][:Lighting during Run-time: 3) Light Injection][:blackboard]
[1:54:45][:Lighting during Run-time: 4) Light Transmission][:blackboard]
[1:55:21][:Lighting during Run-time: 5) Smoothing (Hysteresis)][:blackboard]
[1:57:00][:Lighting on the GPU: 6) Voxelisation of Light Probes][:blackboard]
[1:58:59][@culdevu][Q: (Responding to why there's not two cosine terms) Two things: The BRDF is defined to be the derivative of the outgoing radiance with respect the irradiance, so whatever extra terms you think you need are already folded into the BRDF. Also, remember that the next bounce of light will have another cosine, so the other cosine is accounted for. Does that clear it up, or am I misunderstanding?][:lighting]
[1:59:54][@0lpbm][Q: Regarding ~Milton, aren't you using an "unofficial" version that has the grid tool patched in? If so, maybe switch back to the official version]
[2:01:24][Wrap it up, with homework to figure out better, non-trilinear light probe :sampling][:speech]