-Now You not have to copy pitch from "Pitch" to "Angles" in light_env.
-Fixed pitch problems
This commit is contained in:
2023-01-18 22:39:36 +03:00
parent 903b637cf6
commit 0ff4a5d86b
4 changed files with 159 additions and 30 deletions

View File

@@ -543,9 +543,6 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
state.m_fQuadraticAtten = 0.0;
state.m_fLinearAtten = 100;
state.m_fConstantAtten = 0.0f;
//state.m_Color[0] = m_LinearFloatLightColor.x;
//state.m_Color[1] = m_LinearFloatLightColor.y;
//state.m_Color[2] = m_LinearFloatLightColor.z;
#ifdef MAPBASE
float flAlpha = m_flCurrentLinearFloatLightAlpha * (1.0f / 255.0f);
@@ -561,8 +558,8 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
state.m_NearZ = m_flNearZ;
state.m_FarZ = m_flFarZ;
state.m_flShadowSlopeScaleDepthBias = ConVarRef("mat_slopescaledepthbias_shadowmap").GetFloat();//csm_slopescaledepthbias_shadowmap.GetFloat();
state.m_flShadowDepthBias = ConVarRef("mat_depthbias_shadowmap").GetFloat();//csm_depthbias_shadowmap.GetFloat();
state.m_flShadowSlopeScaleDepthBias = ConVarRef("mat_slopescaledepthbias_shadowmap").GetFloat();
state.m_flShadowDepthBias = ConVarRef("mat_depthbias_shadowmap").GetFloat();
state.m_bEnableShadows = m_bEnableShadows;
state.m_pSpotlightTexture = materials->FindTexture(m_SpotlightTextureName, TEXTURE_GROUP_OTHER, false);
state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;