shiny capture

This commit is contained in:
DramaticShape
2026-08-08 14:02:29 -04:00
parent bee22507b2
commit b8b2e0cd33
9 changed files with 1000 additions and 144 deletions
+4 -2
View File
@@ -1246,8 +1246,10 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor, eyes)
-- finished depth buffer, so the trees occlude the light and the light
-- writes nothing; here in the prop slot, after everything the beams
-- should fall across and inside drawScene so VR gets them per eye. On
-- the one map that has any, today.
ForestAtmos.draw(state.map)
-- the one map that has any, today -- but the FIREFLIES over tall grass
-- need no entry and reach every outdoor map, which is why the connected
-- neighbours go too: their grass is drawn, so their lights are.
ForestAtmos.draw(state.map, state.neighbors)
-- The VR pokedex in the player's left hand, last of all: a prop over
-- the world drawn with real depth, so leaning it into a wall still