{"action":"created","issue":{"url":"https://api.github.com/repos/OpenDungeons/OpenDungeons/issues/524","labels_url":"https://api.github.com/repos/OpenDungeons/OpenDungeons/issues/524/labels{/name}","comments_url":"https://api.github.com/repos/OpenDungeons/OpenDungeons/issues/524/comments","events_url":"https://api.github.com/repos/OpenDungeons/OpenDungeons/issues/524/events","html_url":"https://github.com/OpenDungeons/OpenDungeons/issues/524","id":59059043,"number":524,"title":"Custom lighting is _really_ resource 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release is the continuation of the last release of the 0.4.x serie + a focus on finishing the base game play and using light and texture normals in a better way.\r\n\r\nThe most notable difference should be the addition of the Fog of War.","creator":{"login":"Bertram25","id":765917,"avatar_url":"https://avatars.githubusercontent.com/u/765917?v=3","gravatar_id":"","url":"https://api.github.com/users/Bertram25","html_url":"https://github.com/Bertram25","followers_url":"https://api.github.com/users/Bertram25/followers","following_url":"https://api.github.com/users/Bertram25/following{/other_user}","gists_url":"https://api.github.com/users/Bertram25/gists{/gist_id}","starred_url":"https://api.github.com/users/Bertram25/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Bertram25/subscriptions","organizations_url":"https://api.github.com/users/Bertram25/orgs","repos_url":"https://api.github.com/users/Bertram25/repos","events_url":"https://api.github.com/users/Bertram25/events{/privacy}","received_events_url":"https://api.github.com/users/Bertram25/received_events","type":"User","site_admin":false},"open_issues":25,"closed_issues":89,"state":"open","created_at":"2014-11-24T11:03:11Z","updated_at":"2015-03-01T20:55:56Z","due_on":null,"closed_at":null},"comments":4,"created_at":"2015-02-26T11:32:14Z","updated_at":"2015-03-02T08:42:04Z","closed_at":null,"body":"Since @oyvindln improved the overall lighting/shading/normals application and stuff, the custom light sources that we can set in the editor are really resource heavy.\r\n\r\nGreed or Might is a good example of a map where the FPS drop dramatically due to the use of custom lights in several points on interest.\r\n\r\nComparing Greed or Might and Scream in the Dark on my laptop:\r\n- Nvidia GPU (OpenGL 4.4): 40 FPS on Scream in the Dark / 30 FPS on Greed or Might\r\n- Intel HD Graphics 4000 (OpenGL 3.0): 26 FPS on Scream in the Dark / **15** FPS on Greed or Might"},"comment":{"url":"https://api.github.com/repos/OpenDungeons/OpenDungeons/issues/comments/76675444","html_url":"https://github.com/OpenDungeons/OpenDungeons/issues/524#issuecomment-76675444","issue_url":"https://api.github.com/repos/OpenDungeons/OpenDungeons/issues/524","id":76675444,"user":{"login":"hwoarangmy","id":7493706,"avatar_url":"https://avatars.githubusercontent.com/u/7493706?v=3","gravatar_id":"","url":"https://api.github.com/users/hwoarangmy","html_url":"https://github.com/hwoarangmy","followers_url":"https://api.github.com/users/hwoarangmy/followers","following_url":"https://api.github.com/users/hwoarangmy/following{/other_user}","gists_url":"https://api.github.com/users/hwoarangmy/gists{/gist_id}","starred_url":"https://api.github.com/users/hwoarangmy/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/hwoarangmy/subscriptions","organizations_url":"https://api.github.com/users/hwoarangmy/orgs","repos_url":"https://api.github.com/users/hwoarangmy/repos","events_url":"https://api.github.com/users/hwoarangmy/events{/privacy}","received_events_url":"https://api.github.com/users/hwoarangmy/received_events","type":"User","site_admin":false},"created_at":"2015-03-02T08:42:04Z","updated_at":"2015-03-02T08:42:04Z","body":"> Apply team colour and tile marking/vision using a shader rather than cloning materials\r\n\r\nPlease also remember that skull flags also use cloning material. If you find something interesting and cleaner, it may be interesting to use the same system (even if it has nothng to do with shaders).\r\n\r\n\r\n\r\n> Disable lighting on keeper hand, drag marker\r\n\r\nI think the light on the keeper hand is pretty nice and I use it a lot to have a look on the darkest parts of the dungeon. Removing it would mean to add more lights in the dungeon so performances could not be better.\r\n\r\n\r\n\r\n> \"Connect\" different tile types.\r\n\r\nSeems good to me\r\n\r\n\r\n\r\n> Make a tile-based lighting system, a.la minecraft and similar.\r\n\r\nI don't know if it can help but I've added a pre-computed system to help calculating visible tiles depending on how hidden they are from a central tile point of view. If you want to have a look, it's done in TileContainer::visibleTiles. It was really much more efficient than live computation like it was done previously (IIRC, something like 10 times faster)."}}