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[Merged by Bors] - increase light intensity in pbr_pipelined example #3182

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mockersf
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Objective

  • example pbr_pipelined doesn't look like example pbr

pbr:
pbr

pbr_pipelined:
pbr_pipelined

Solution

  • set the light intensity to a higher value

pbr_pipelined with this pr:
pbr_pipelined_fixed

@github-actions github-actions bot added the S-Needs-Triage This issue needs to be labelled label Nov 25, 2021
@mockersf mockersf added A-Rendering Drawing game state to the screen C-Examples An addition or correction to our examples and removed S-Needs-Triage This issue needs to be labelled labels Nov 25, 2021
@alice-i-cecile alice-i-cecile added the S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it label Nov 25, 2021
@superdump
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Hmm. I suspect this is due to me changing the way intensity was handled when I spotted a small error in the maths that was meant to convert from inout units to the units needed in the shader. I think the difference was a factor of 4 pi.

@mockersf
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changed the value to have a factor of 12, closer to 4*pi

@mockersf
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bors r+

bors bot pushed a commit that referenced this pull request Nov 27, 2021
@bors bors bot changed the title increase light intensity in pbr_pipelined example [Merged by Bors] - increase light intensity in pbr_pipelined example Nov 27, 2021
@bors bors bot closed this Nov 27, 2021
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3 participants