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Shade the sky and the sun by the scenery around the camera instead of the track environment flags
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@@ -282,8 +282,9 @@ the height of the highest surface (the top) and of the lowest one facing down (t
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bridge seen from below, a roof). Taken are the shapes (the terrain, the heightmap terrain, roads, platforms) and the opaque parts
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of the models at their nearest level of detail; not the vehicles, the tracks, the catenary, nor what is see-through (trees).
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Things narrower than about three texels (poles, masts, fences) are left out. From the heights around, each texel gets:
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- the share of the sky a surface facing up sees above the top, and under the ceiling (light comes in under the vault from the
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portal, along the tunnel);
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- the share of the sky seen above the top, and under the ceiling: near it and a metre above the ground around (the ground under
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a high viaduct sees much of the sky on its sides, the vault of a tunnel lets light in only along the tunnel from the portal); a
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point under the ceiling gets a blend of the two by its height;
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- the heights between which the sun (the moon at night) comes in: above the top what is higher than the shadow of the hills
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and buildings towards it, under the ceiling what the rays reach under the vault from the portal (a low sun shines a little way
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into a tunnel).
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@@ -304,7 +305,7 @@ terrain, models shown or hidden by events); the sun is followed every quarter of
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Cost: on the main thread, the triangles of a tile gathered when it comes in (one tile a frame, more at the start), a fraction
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of a millisecond; in the background, a few to some tens of milliseconds per tile, which doesn't hold the frame up. On the GPU,
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two textures (`medium`: 3 MB, `high`: 12 MB) and five texture reads per pixel in the shading. With `no` nothing of it is made
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two textures (`medium`: 6 MB, `high`: 24 MB) and eight texture gathers per pixel in the shading. With `no` nothing of it is made
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and the scenery is lit as in the open everywhere.
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| Entry | Default | Meaning |
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