REM-Client f3b0dec7: cube map skybox in RemGfx, captured environment, image based lighting

This commit is contained in:
2026-11-09 13:04:58 +01:00
parent bcd19fb575
commit 3fc970d44e
28 changed files with 20 additions and 3 deletions
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REM-Client test build (64-bit) REM-Client test build (64-bit)
date: 2026-11-09 11:55 date: 2026-11-09 13:03
commit: b3ea03fb (main) commit: f3b0dec7 (main)
subject: Jump portals: beams opening the gates, coloured jump holes subject: Skybox as a RemGfx cube map, captured environment and image based lighting
tree: clean tree: clean
build: OK build: OK
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; shadows) with a world radius AoRadius (metres) and strength AoIntensity. ; shadows) with a world radius AoRadius (metres) and strength AoIntensity.
Reflections = 1 Reflections = 1
ReflectionStrength = 1.0 ReflectionStrength = 1.0
; Cube map skyboxes: a system with six faces in MATERIALS\Skybox\<system>\ (px nx py ny pz nz .dds) shows
; them instead of its star sphere. Skybox = 1: drawn by the renderer as one cube map (one lookup per pixel,
; seamless, mipmapped); 0: drawn by the game as six textured quads. SkyboxBrightness scales it.
Skybox = 1
SkyboxBrightness = 1.0
; Image based lighting from the system's own sky (needs Reflections = 1): on entering a system its
; background -- the skybox, or else the star sphere drawn once into the six faces of a cube (IblCaptureSize
; pixels each) -- is filtered into a diffuse and a specular environment. Ships, stations and solars then
; take their ambient light from the sky around them and metal mirrors the real sky (sharp to blurred by
; roughness). Ibl = 0: the grey NebulaCubeMap above, tinted with the system's ambient light.
; IblDiffuse: ambient strength (1 = the system's ambient brightness); IblSkyTint: how much the sky shapes
; and colours it (0 = flat system ambient, 1 = the sky alone); IblSpecular: brightness of the mirrored sky.
Ibl = 1
IblCaptureSize = 256
IblDiffuse = 1.0
IblSkyTint = 0.75
IblSpecular = 1.0
Ao = 1 Ao = 1
AoRadius = 6.0 AoRadius = 6.0
AoIntensity = 1.0 AoIntensity = 1.0
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