tid_glow
Everything on the Farjan that is burning, on one mesh and one draw: her lit saloon window bands, the lenses of her deck lights and floods, and her navigation lamps.
tid_glow
Everything on the Farjan that is burning, on one mesh and one draw: her lit saloon window bands, the lenses of her deck lights and floods, and her navigation lamps.
Both the colour and the drive come from the mesh's vertex data —
vertex_color.rgb is what the lamp is, vertex_color.a is how hard it burns.
A material's emissive is one colour for the whole draw, so a single emissive
material makes every window, every flood and both sidelights the same thing;
carrying it per vertex is what lets a dark cabin sit between two lit ones and a
red sidelight sit beside a white masthead without a second entity.
emissive_intensity is the global level, driven per frame by the part as the
sun goes. The alpha drive tops out at 2.4 and the part never pushes the level
past 1.25, so the hottest lamp on the ship lands at 3.0.
Scoped to this part · feeds back into the world's score.