Some interesting findings


Whilst I was so eager to get the Sky dome rendering working, I hadn’t realised but I had broken the PointLight implementation. I had changed the RenderTarget settings so that the new Moon functionality would work, but this is where it all went wrong. For now, I’ve commented out the DrawGlow and DrawMoon methods and reinstated the correct RenderTarget settings:

Correct settings:

colorRT = new RenderTarget2D(GraphicsDevice, backBufferWidth, backBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24);
normalRT = new RenderTarget2D(GraphicsDevice, backBufferWidth, backBufferHeight, false, SurfaceFormat.Color, DepthFormat.None);
depthRT = new RenderTarget2D(GraphicsDevice, backBufferWidth, backBufferHeight, false, SurfaceFormat.Single, DepthFormat.None);
depthTexture = new RenderTarget2D(GraphicsDevice, backBufferWidth, backBufferHeight, false, SurfaceFormat.Single, DepthFormat.Depth24);
lightRT = new RenderTarget2D(GraphicsDevice, backBufferWidth, backBufferHeight, false, SurfaceFormat.Color, DepthFormat.None);
sceneRT = new RenderTarget2D(GraphicsDevice, backBufferWidth, backBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24);

That's fixed the Sky brightness

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