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synced 2025-02-20 19:39:41 +00:00
Remove broken fixed function pipeline support
Added by mistake
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ed95a79199
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3 changed files with 7 additions and 25 deletions
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@ -41,7 +41,6 @@
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#include <components/sceneutil/skeleton.hpp>
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#include <components/sceneutil/riggeometry.hpp>
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#include <components/sceneutil/morphgeometry.hpp>
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#include <components/settings/settings.hpp>
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#include "particle.hpp"
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#include "userdata.hpp"
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@ -428,29 +427,12 @@ namespace NifOsg
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texture2d->setWrap(osg::Texture::WRAP_S, wrapS ? osg::Texture::REPEAT : osg::Texture::CLAMP_TO_EDGE);
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texture2d->setWrap(osg::Texture::WRAP_T, wrapT ? osg::Texture::REPEAT : osg::Texture::CLAMP_TO_EDGE);
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static const bool preLightEnv = Settings::Manager::getBool("apply lighting to environment maps", "Shaders");
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osg::ref_ptr<osg::TexEnvCombine> texEnv = new osg::TexEnvCombine;
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if (!preLightEnv)
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{
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texEnv->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
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texEnv->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
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texEnv->setCombine_RGB(osg::TexEnvCombine::ADD);
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texEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
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texEnv->setSource1_RGB(osg::TexEnvCombine::TEXTURE);
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}
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else
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{
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texEnv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
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texEnv->setSource0_RGB(osg::TexEnvCombine::TEXTURE);
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texEnv->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
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texEnv->setSource1_RGB(osg::TexEnvCombine::PREVIOUS);
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texEnv->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
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texEnv->setSource2_RGB(osg::TexEnvCombine::TEXTURE);
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texEnv->setOperand2_RGB(osg::TexEnvCombine::SRC_ALPHA);
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texEnv->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
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texEnv->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
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texEnv->setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA);
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}
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texEnv->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
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texEnv->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
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texEnv->setCombine_RGB(osg::TexEnvCombine::ADD);
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texEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
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texEnv->setSource1_RGB(osg::TexEnvCombine::TEXTURE);
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int texUnit = 3; // FIXME
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@ -134,4 +134,4 @@ apply lighting to environment maps
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Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark.
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Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option.
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This also affects fixed function pipeline rendering.
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Has no effect in fixed function pipeline.
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@ -347,7 +347,7 @@ specular map pattern = _spec
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terrain specular map pattern = _diffusespec
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# Apply lighting to environment map reflections on the rendered objects like in Morrowind Code Patch.
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# Also affects fixed function pipeline.
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# Requires shaders to work.
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apply lighting to environment maps = false
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[Input]
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