ker wrote:
here you can see the result: vertex based lighting brought to you by PolyVox::Raycast (combined with a pixel shader for preciser lighting w/o shadows)
Wow, that works surprisingly well
I'd be interested to see how it looked in a more complex scene so keep up up to date on this. Does it take long to compute? The Raycast is also used by the AmbientOcclusionCalculator but it casts a lot more rays and is currently too slow I think.
On that topic, the Linux nightly regression tests for the AmbientOcclusionCalculator have started failing since this change. It might be a good thing as the Linux results were always different from the Windows ones and I never new why. Perhaps it was this use of abs(). Just bought my new laptop so once it's set up I'll see if it's now consistent.