Disabling hull occlusion when the light source is located within a hull.

Jan 13, 2013 at 12:55 PM

I haven't been able to find anything on this yet...

So I've noticed that when I'm flying around my game, if the light source attached to my player object passes over a ShadowHull, the entire light gets occluded and the lightmap goes black.

I'd like to make it so that I can remove the occlusion from the insides of hulls. Is this possible as Krypton stands right now? Or do I get to go rooting around in the codebase? :) 

Feb 4, 2013 at 4:07 AM
Technically speaking, this is not possible.

The reason, is because the shadow effect is not logical, it is mathmatical, therefore boolean conditions (such as "I am[not] inside of a shadow hull") cannot be executed in the current state of the engine (rendered on the GPU.

You could, technically, temporarily remove that hull when processing the light, or skip the hull if the light is contained within it, but this feature has not been implemented.