View attachment 1043
View attachment 1044
Working on lighting right now, right now everything is reading from room 0 (outside) and the lighting colour is a bit extreme (and sunrise/set last too long). I'm using a 256x256 texture for the room ambient light colours, which should be filled with colours computed from the room lighting contribution.
The colour will depend on the area scaled contribution from windows (multiple of outdoors colour) and the contribution from lamps (multiple of solid white), where both cap at white. Diagonals won't display correctly for a while though, til I define how rooms split over them. Forward/deferred shading on objects and walls will be implemented at a different date, probably after some kind of experimentation.