Only use OD quad lighting when ShadowSoftness is Standard
This commit is contained in:
		
							parent
							
								
									d7f6bfa0c3
								
							
						
					
					
						commit
						be95907352
					
				| 
						 | 
				
			
			@ -636,10 +636,11 @@ public class LightMapper
 | 
			
		|||
                var planeMapper = new MathUtils.PlanePointMapper(plane.Normal, vs[0], vs[1]);
 | 
			
		||||
                var v2ds = planeMapper.MapTo2d(vs);
 | 
			
		||||
                
 | 
			
		||||
                // TODO: Only need to generate quadweights if there's any quadlights in the mission
 | 
			
		||||
                var (texU, texV) = renderPoly.TextureVectors;
 | 
			
		||||
                var (offsets, weights) =
 | 
			
		||||
                    GetTraceOffsetsAndWeights(settings.MultiSampling, texU, texV, settings.MultiSamplingCenterWeight);
 | 
			
		||||
                var (quadOffsets, quadWeights) = settings.MultiSampling == SoftnessMode.HighFourPoint
 | 
			
		||||
                var (quadOffsets, quadWeights) = settings.MultiSampling != SoftnessMode.Standard
 | 
			
		||||
                    ? (offsets, weights)
 | 
			
		||||
                    : GetTraceOffsetsAndWeights(SoftnessMode.HighFourPoint, texU, texV, settings.MultiSamplingCenterWeight);
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -654,7 +655,7 @@ public class LightMapper
 | 
			
		|||
                        // TODO: Handle quad lit lights better. Right now we're computing two sets of points for every
 | 
			
		||||
                        // luxel. Maybe it's better to only compute if we encounter a quadlit light?
 | 
			
		||||
                        var tracePoints = GetTracePoints(pos, offsets, renderPoly.Center, planeMapper, v2ds);
 | 
			
		||||
                        var quadTracePoints = settings.MultiSampling == SoftnessMode.HighFourPoint
 | 
			
		||||
                        var quadTracePoints = settings.MultiSampling != SoftnessMode.Standard
 | 
			
		||||
                            ? tracePoints
 | 
			
		||||
                            : GetTracePoints(pos, quadOffsets, renderPoly.Center, planeMapper, v2ds);
 | 
			
		||||
                        
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
		Reference in New Issue