2:12:24mattiamanzati Q: Did I remember correctly that our lighting partitions aren't fixed in world size, but are fixed in number among x / y / z? Does that mean that eventually we can't have the ideal situation where the lighting voxel is aligned with world blocks, and light voxel size is a multiplier / subdivider of the game grid size, so that most of the lighting occluder voxels are not partially filled but mostly filled?
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2:12:24mattiamanzati Q: Did I remember correctly that our lighting partitions aren't fixed in world size, but are fixed in number among x / y / z? Does that mean that eventually we can't have the ideal situation where the lighting voxel is aligned with world blocks, and light voxel size is a multiplier / subdivider of the game grid size, so that most of the lighting occluder voxels are not partially filled but mostly filled?
🗪