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Fix dynamic lights intensity, cleanup #1425
base: for-0.56.0/sync
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Fix dynamic lights intensity, cleanup #1425
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Why don't we nuke the |
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Right, done now. |
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light->l.scale = -intensity; | ||
else | ||
light->l.scale = intensity; | ||
if ( light->l.inverseShadows ) { |
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The forward lighting shader checks the sign of u_LightScale to check for inverse lights. These are said to be already broken, but it would be nice to set the scale to 1 or -1 to at least gesture at how it was supposed to work
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scale
is already removed there, so there's nothing to set.
This was a cheat cvar used for dynamic lights that have no intensity set, and set to 2.0 for absolutely no reason whatsoever.
…ET() to RE_AddDynamicLightToScene() These were largely doing the same thing, use just one function instead.
This has largely the same functionality as trap_R_AddLightToScene().
This was only used to scale the light's colour, just multiply the colour with it earlier on instead.
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DaemonEngine/Daemon#1425 NUKEs random light scaling, this sets the dynamic light values to compensate for that.
I have created a PR in res-weapons repo for this: UnvanquishedAssets/res-weapons_src.dpkdir#32. |
Cgame-side pr: Unvanquished/Unvanquished#3184
Dynamic light config update for weapon flash colours: UnvanquishedAssets/res-weapons_src.dpkdir#32
r_lightScale
cvar, which is used for dynamic lights, but it's a cheat cvar and always set to 2.0, and essentially only used for dynamic lights spawned from moversRE_AddDynamicLightToSceneQ3A()
and renamedRE_AddDynamicLightToSceneET()
toRE_AddDynamicLightToScene()
because they're essentially the sametrap_R_AddAdditiveLightToScene()
Fixes #61:
hq-beta28
:Before:
After:
tremtest
:Before:
After: