Light reflections from transparent blocks are ignored. #483
Labels
area: simulation
Things related to what can happen in the world as time progresses.
kind: bug
Something isn't working as it should
The light ray tracer currently has a structure like
This ignores reflection from the face when the block is transparent. Instead, we should do both simultaneously, weighting the contributions appropriately by the face alpha. The tricky part is doing this without significantly decreasing performance; so far my best attempt still adds +30% time to
lighting_bench
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