
Can you spot the flaw?
So close, yet so far away.
Checklist so far:
Static Lighting Generator 3
- Transfer to libpng √
- Support for southward-facing walls √
- Support for rectangular icon_sizes √
- Upgrade to
- Support for perspective-skewed icon_sizes ~
- Semi-transparent walls (optional) ~
- Update map-encode format for new features
- Arbitrarily shaped (convex) and sized "shadow shapes" (optional)
(√ means done, ~ means almost done)
So, it looks like I'm on track. I even added a fancy help page and progress bar to the generator. What I'm happy with most is how fast it can chug along now--I guess the new method is both more accurate and a bit faster!
Once I track down the cause of that flaw, I'll finish up perspective and transparency. Of course, I marked transparency as almost done, and I haven't even tested a transparent wall.
Oh, Idea! I'll just make them all transparent really quick:

Huh. I... think.. that's right? At least it looks cool. It'll probably look better when they aren't all considered separate objects...
Anywho, thought I'd share a stupid mistake that had me scratching my head for half a night:
darkness -= light->intensity-dist, 0.0f * options->falloff * filter;
No error or nut'in. I couldn't for the life of me figure out why everything was hard-edged, and spent a while walking through all the new code for the new generation method, and that's sitting in my old code. Gah. This is why people need sleep, otherwise they just delete max( ) and leave the arguments behind!