Compare commits

..

No commits in common. "1b962831a025497dadf75e067e358c28c8ad2fff" and "b34131f3b5ca429eabeecc58d89e1e032ccb478f" have entirely different histories.

1 changed files with 2 additions and 7 deletions

View File

@ -72,7 +72,7 @@ public class LightMapper
{
Enabled = rendParams.useSunlight,
QuadLit = rendParams.sunlightMode is RendParams.SunlightMode.QuadUnshadowed or RendParams.SunlightMode.QuadObjcastShadows,
Direction = Vector3.Normalize(rendParams.sunlightDirection),
Direction = rendParams.sunlightDirection,
Color = Utils.HsbToRgb(rendParams.sunlightHue, rendParams.sunlightSaturation, rendParams.sunlightBrightness),
};
@ -324,11 +324,6 @@ public class LightMapper
cell.LightIndexCount++;
cell.LightIndices.Add(0);
// Additionally we'll add the sun to everything (yucky)
cell.LightIndexCount++;
cell.LightIndices.Add(0);
cell.LightIndices[0]++;
// The OG lightmapper uses the cell traversal to work out all the cells that
// are actually visited. We're a lot more coarse and just say if a cell is
// in range then we potentially affect the lighting in the cell and add it
@ -439,7 +434,7 @@ public class LightMapper
? tracePoints
: GetTracePoints(pos, quadOffsets, renderPoly.Center, planeMapper, v2ds);
// This is almost perfect now. Any issues seem to be related to Dark not carrying HSB strength correctly
// TODO: This isn't quite right yet. It seems to be too bright
if (settings.Sunlight.Enabled) {
// Check if plane normal is facing towards the light
// If it's not then we're never going to be (directly) lit by this