mirror of
https://github.com/celisej567/Fake-CSM-Mapbase.git
synced 2026-01-04 18:10:08 +03:00
some other stuff
This commit is contained in:
@@ -308,6 +308,40 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
|
||||
|
||||
state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality
|
||||
|
||||
/*
|
||||
if (csm_ortho.GetBool())
|
||||
{
|
||||
float flOrthoSize = 1000.0f;
|
||||
state.m_bGlobalLight = true;
|
||||
if (flOrthoSize > 0)
|
||||
{
|
||||
state.m_bOrtho = true;
|
||||
state.m_fOrthoLeft = -flOrthoSize;
|
||||
state.m_fOrthoTop = -flOrthoSize;
|
||||
state.m_fOrthoRight = flOrthoSize;
|
||||
state.m_fOrthoBottom = flOrthoSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
state.m_bOrtho = false;
|
||||
}
|
||||
|
||||
vPos.z = 0;
|
||||
state.m_vecLightOrigin = vPos;
|
||||
|
||||
//C_BasePlayer::GetLocalPlayer()->CalcView(vPos, EyeAngles, flZNear, flZFar, flFov);
|
||||
// Vector vPos = C_BasePlayer::GetLocalPlayer()->GetAbsOrigin();
|
||||
|
||||
// vPos = Vector( 0.0f, 0.0f, 500.0f );
|
||||
//vPos = (vPos + vSunDirection2D * m_flNorthOffset) - vDirection * m_flSunDistance;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
state.m_vecLightOrigin = vPos;
|
||||
}
|
||||
*/
|
||||
|
||||
if (m_LightHandle == CLIENTSHADOW_INVALID_HANDLE)
|
||||
{
|
||||
m_LightHandle = g_pClientShadowMgr->CreateFlashlight(state);
|
||||
@@ -332,11 +366,11 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
|
||||
g_pClientShadowMgr->SetFlashlightLightWorld(m_LightHandle, m_bLightWorld);
|
||||
|
||||
|
||||
g_pClientShadowMgr->UpdateProjectedTexture(m_LightHandle, true);
|
||||
g_pClientShadowMgr->UpdateProjectedTexture(m_LightHandle, true);
|
||||
|
||||
//mat_slopescaledepthbias_shadowmap.SetValue("4");
|
||||
//mat_depthbias_shadowmap.SetValue("0.00001");
|
||||
scissor.SetValue("0");
|
||||
//mat_slopescaledepthbias_shadowmap.SetValue("4");
|
||||
//mat_depthbias_shadowmap.SetValue("0.00001");
|
||||
scissor.SetValue("0");
|
||||
|
||||
}
|
||||
|
||||
@@ -639,8 +673,6 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
|
||||
|
||||
m_flLightFOV = ConVarRef("csm_second_fov").GetFloat();
|
||||
|
||||
//mat_slopescaledepthbias_shadowmap.SetValue("4");
|
||||
//mat_depthbias_shadowmap.SetValue("0.00001");
|
||||
scissor.SetValue("0");
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user