Only use OD quad lighting when ShadowSoftness is Standard
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@ -636,10 +636,11 @@ public class LightMapper
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var planeMapper = new MathUtils.PlanePointMapper(plane.Normal, vs[0], vs[1]);
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var v2ds = planeMapper.MapTo2d(vs);
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// TODO: Only need to generate quadweights if there's any quadlights in the mission
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var (texU, texV) = renderPoly.TextureVectors;
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var (offsets, weights) =
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GetTraceOffsetsAndWeights(settings.MultiSampling, texU, texV, settings.MultiSamplingCenterWeight);
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var (quadOffsets, quadWeights) = settings.MultiSampling == SoftnessMode.HighFourPoint
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var (quadOffsets, quadWeights) = settings.MultiSampling != SoftnessMode.Standard
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? (offsets, weights)
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: GetTraceOffsetsAndWeights(SoftnessMode.HighFourPoint, texU, texV, settings.MultiSamplingCenterWeight);
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@ -654,7 +655,7 @@ public class LightMapper
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// TODO: Handle quad lit lights better. Right now we're computing two sets of points for every
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// luxel. Maybe it's better to only compute if we encounter a quadlit light?
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var tracePoints = GetTracePoints(pos, offsets, renderPoly.Center, planeMapper, v2ds);
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var quadTracePoints = settings.MultiSampling == SoftnessMode.HighFourPoint
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var quadTracePoints = settings.MultiSampling != SoftnessMode.Standard
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? tracePoints
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: GetTracePoints(pos, quadOffsets, renderPoly.Center, planeMapper, v2ds);
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