forked from teamnwah/openmw-tes3coop
fixed the terrain normals - they had to be adjusted because we use Morrowind's coordinate system
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2 changed files with 5 additions and 3 deletions
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@ -31,7 +31,7 @@ namespace MWRender
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TerrainMaterialGeneratorB::SM2Profile* matProfile =
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static_cast<TerrainMaterialGeneratorB::SM2Profile*>(activeProfile);
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matProfile->setLightmapEnabled(false); // this doesn't disable the lightmap, although it should ??
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matProfile->setLightmapEnabled(false);
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matProfile->setReceiveDynamicShadowsEnabled(false);
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matProfile->setLayerNormalMappingEnabled(false);
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matProfile->setLayerParallaxMappingEnabled(false);
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@ -196,7 +196,8 @@ namespace Ogre
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// count the texture units free
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uint8 freeTextureUnits = 16;
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// lightmap
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--freeTextureUnits;
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if (mLightmapEnabled)
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--freeTextureUnits;
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// normalmap
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--freeTextureUnits;
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// colourmap
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@ -1019,7 +1020,8 @@ namespace Ogre
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{
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outStream <<
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// global normal
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" float3 normal = expand(tex2D(globalNormal, uv)).rgb;\n";
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" float3 normal = expand(tex2D(globalNormal, uv)).rgb;\n"
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" normal = float3(normal.x, normal.z, -normal.y); \n"; // convert Ogre to MW coordinate system
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}
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