Take the average of the RGB values, maybe? I think that works.
No, you need to do subtractive mixing. For example, red + green should not make bright yellow (255,255,0) but a brownish color. I'm not exactly sure how this works in terms of the color values.
No, you need to do subtractive mixing. For example, red + green should not make bright yellow (255,255,0) but a brownish color.
You sure about that?
(That image might be rendered, but I've seen the effect with real spotlights on stages and in shopping places.)
Adding more lights shouldn't mean darker colors. Dim red plus dim green would equal a brownish color. Pigments might subtract, but light waves don't.
The only problem is, we'd be stuck with ~15 more atheistic blocks, but they can fall by gravity... But I like the idea regardless. Plus I like experimenting all sorts of blocks. I support!
aesthetic*
Rollback Post to RevisionRollBack
If anyone wants to port/remake this, feel free to do that! Or don't. It's up to you, really.
You sure about that?
(That image might be rendered, but I've seen the effect with real spotlights on stages and in shopping places.)
Adding more lights shouldn't mean darker colors. Dim red plus dim green would equal a brownish color. Pigments might subtract, but light waves don't.
That isn't the right representation for the case we are describing. That is additive mixing. For light going through multiple panes (as well as pigments), you use subtractive.
For example, if you had light going through a red pane, then a blue pane, then a green pane, it would NOT make white. It would make black.
That isn't the right representation for the case we are describing. That is additive mixing. For light going through multiple panes (as well as pigments), you use subtractive.
For example, if you had light going through a red pane, then a blue pane, then a green pane, it would NOT make white. It would make black.
You're right. I wasn't paying close attention to his question. I gave the solution for multiple lights, multiple colors instead of single light, multiple colors.
Edit: Actually the situation does not necessarily mean that one path of light is passing through multiple colors. If one path of light is passing through red and the other green, then they mix at the adjacent block, wouldn't they add back together in some way?
I mentioned taking the average of the values in my first response. I don't think that's actually additive lighting.
I like it.
What happens if you surround a light source with 2+ different colors of glass though?
Yes you bring up a good point and there are several ways to fix this issue: if the lighting engine color is determined through RGB, combining different colored glass blocks could just simply combine the RGB data values to get a mix of different colors assuming an even number of both colors are adjacent to the light source. This would greatly increase the range of colors a player could create with the light.
Another solution is to change the color of the light to the color of the dominant glass block assuming there are an uneven number of colors adjacent to the light source.
This seems wrong in any case, since white light should not be diminished just for being surrounded by darkness.
Is additive lighting taking the highest value in each case? (It's obviously not going to add to numbers greater than 255.)
I don't think taking the average is additive or subtractive because a black pane (lets no light through) would average with a white to get grey. In reality, the light should stop at the black one.
I'm pretty sure additive just adds the values but has a limit at 255 on the computer. However, in real life, shining two red lights in one spot would actually make a brighter red, so there isn't a max.
This would be good, but I would like to see those lines taken out of the glass so you can see out of it
Actually, if you got rid of the lines, it would be 100% clear. For some reason, Minecraft cannot deal with semi-transparency. You can't have a window that is somewhat transparent (like in real life). What I did to make it cleaner was I just reduced the number of lines.
That is another obstacle to colored glass. Currently, there is no way to have a colored block that you can kinda see through.
So to make this, Mojang would have to add a new lighting system AND a new texture system.
That is another obstacle to colored glass. Currently, there is no way to have a colored block that you can kinda see through.
So to make this, Mojang would have to add a new lighting system AND a new texture system.
Sure there is water in minecraft has a semi-transparent property; they just haven't implemented it to glass yet because they've never needed to.
In either case, adding semi transparencies is very easy. However if I were Mojang, I wouldn't just simply add semi transparency or an opacity change. I would add some kind of overlay blending property to the glass so that images/textures that pass through the block have the color applied to it rather than the semi-transparent color simply screening textures in the foreground.
You can observe this effect by looking through old red and blue 3D glasses as everything appears to change to a variation shade of the color lens you look through.
Sure there is water in minecraft has a semi-transparent property; they just haven't implemented it to glass yet because they've never needed to.
In either case, adding semi transparencies is very easy. However if I were Mojang, I wouldn't just simply add semi transparency or an opacity change. I would add some kind of overlay blending property to the glass so that images/textures that pass through the block have the color applied to it rather than the semi-transparent color simply screening textures in the foreground.
You can observe this effect by looking through old red and blue 3D glasses as everything appears to change to a variation shade of the color lens you look through.
I don't know if water counts or not as a block with semitransparency because it has some kind of special rendering going on. If you look in the terrain.png, none of the blocks actually have opacity between 0 and 100 (exclusive); the water is completely blue.
But you're right, it would be easy to add. I'm actually not sure why it wasn't there before. It seems strange that it would only allow two different alpha values for the blocks...
Have a "Red Desert" biome with red sand, more "windswept" features like hoodoos (okay, should be red sandstone, but then we have dyed sandstone too and that's just too many blocks), and possibly "short" cacti that only grow to 1 block high but can also deal with being adjacent to other blocks.
Sure there is water in minecraft has a semi-transparent property; they just haven't implemented it to glass yet because they've never needed to.
Ice and nether portals have semi-transparency, too.
The reason, I think, that glass doesn't use semi-transparency is because you can't see a semi-transparency through a semi-transparency. You can't see water through ice and portals. It's some kind of rendering issue, and I don't think I've ever seen a game that actually pulls it off.
Aww, I thought it was just brilliance - because you can't place water in the Nether so you can't see water through portals. I'm super-bummed now that I know it's just a coding thing
I like to build different kinds of simple churches in Minecraft. Having colored glass would enhance the ability to make more beautiful ones. Nice idea.
Ice and nether portals have semi-transparency, too.
The reason, I think, that glass doesn't use semi-transparency is because you can't see a semi-transparency through a semi-transparency. You can't see water through ice and portals. It's some kind of rendering issue, and I don't think I've ever seen a game that actually pulls it off.
Ah, I've made a mistake. There is semi-transparency in the PNG. However, if I make the glass semi-transparent, it doesn't work ingame.
Mostly moved on. May check back a few times a year.
No, you need to do subtractive mixing. For example, red + green should not make bright yellow (255,255,0) but a brownish color. I'm not exactly sure how this works in terms of the color values.
(That image might be rendered, but I've seen the effect with real spotlights on stages and in shopping places.)
Adding more lights shouldn't mean darker colors. Dim red plus dim green would equal a brownish color. Pigments might subtract, but light waves don't.
Mostly moved on. May check back a few times a year.
aesthetic*
If anyone wants to port/remake this, feel free to do that! Or don't. It's up to you, really.
That isn't the right representation for the case we are describing. That is additive mixing. For light going through multiple panes (as well as pigments), you use subtractive.
For example, if you had light going through a red pane, then a blue pane, then a green pane, it would NOT make white. It would make black.
Edit: Actually the situation does not necessarily mean that one path of light is passing through multiple colors. If one path of light is passing through red and the other green, then they mix at the adjacent block, wouldn't they add back together in some way?
I mentioned taking the average of the values in my first response. I don't think that's actually additive lighting.
R: (255 + 0) / 2 = 127
G: (0 + 255) / 2 = 127
B: (0 + 0) / 2 = 0
This seems wrong in any case, since white light should not be diminished just for being surrounded by darkness.
Is additive lighting taking the highest value in each case? (It's obviously not going to add to numbers greater than 255.)
Mostly moved on. May check back a few times a year.
Yes you bring up a good point and there are several ways to fix this issue: if the lighting engine color is determined through RGB, combining different colored glass blocks could just simply combine the RGB data values to get a mix of different colors assuming an even number of both colors are adjacent to the light source. This would greatly increase the range of colors a player could create with the light.
Another solution is to change the color of the light to the color of the dominant glass block assuming there are an uneven number of colors adjacent to the light source.
This could explain it more clearly:
~Epic Space Milk Muffin
Yes yes yes!!!!
BBCode Render failed due to reaching MaxNestingDepth(80) for Tag: spoiler
I don't think taking the average is additive or subtractive because a black pane (lets no light through) would average with a white to get grey. In reality, the light should stop at the black one.
I'm pretty sure additive just adds the values but has a limit at 255 on the computer. However, in real life, shining two red lights in one spot would actually make a brighter red, so there isn't a max.
Actually, if you got rid of the lines, it would be 100% clear. For some reason, Minecraft cannot deal with semi-transparency. You can't have a window that is somewhat transparent (like in real life). What I did to make it cleaner was I just reduced the number of lines.
That is another obstacle to colored glass. Currently, there is no way to have a colored block that you can kinda see through.
So to make this, Mojang would have to add a new lighting system AND a new texture system.
In either case, adding semi transparencies is very easy. However if I were Mojang, I wouldn't just simply add semi transparency or an opacity change. I would add some kind of overlay blending property to the glass so that images/textures that pass through the block have the color applied to it rather than the semi-transparent color simply screening textures in the foreground.
You can observe this effect by looking through old red and blue 3D glasses as everything appears to change to a variation shade of the color lens you look through.
~Epic Space Milk Muffin
I don't know if water counts or not as a block with semitransparency because it has some kind of special rendering going on. If you look in the terrain.png, none of the blocks actually have opacity between 0 and 100 (exclusive); the water is completely blue.
But you're right, it would be easy to add. I'm actually not sure why it wasn't there before. It seems strange that it would only allow two different alpha values for the blocks...
Have a "Red Desert" biome with red sand, more "windswept" features like hoodoos (okay, should be red sandstone, but then we have dyed sandstone too and that's just too many blocks), and possibly "short" cacti that only grow to 1 block high but can also deal with being adjacent to other blocks.
The reason, I think, that glass doesn't use semi-transparency is because you can't see a semi-transparency through a semi-transparency. You can't see water through ice and portals. It's some kind of rendering issue, and I don't think I've ever seen a game that actually pulls it off.
Mostly moved on. May check back a few times a year.
Ah, I've made a mistake. There is semi-transparency in the PNG. However, if I make the glass semi-transparent, it doesn't work ingame.