int main(){
if(light==1)
cout<<illumination;
else
cout<<dark;
return 0;
}
:alc: :sadjohncarmack:
Friend the things they are doing with light sources and indirect lighting are incredible. I remember back before the days of HDR when light was
and everything looked the same tone. Now we have god rays, subsurface scattering, bounce lighting, deferred rendering solutions that allow us to render tons of effects and lighting sources without huge indivudual CPU or GPU cost per source, and higher filters for lighting range than ever before.
to all the eastern european nerds
us with this piff