Changed light attenuation back to linear in all cases, this seems to be what MW does.

actorid
scrawl 12 years ago
parent b8c6f6640b
commit d3c0851aa7

@ -238,17 +238,16 @@ void Objects::insertLight (const MWWorld::Ptr& ptr, float r, float g, float b, f
info.time = Ogre::Math::RangeRandom(-500, +500);
info.phase = Ogre::Math::RangeRandom(-500, +500);
// adjust the lights depending if we're in an interior or exterior cell
// quadratic means the light intensity falls off quite fast, resulting in a
// dark, atmospheric environment (perfect for exteriors)
// for interiors, we want more "warm" lights, so use linear attenuation.
// changed to linear to look like morrowind
bool quadratic = false;
/*
if (!lightOutQuadInLin)
quadratic = lightQuadratic;
else
{
quadratic = !info.interior;
}
*/
if (!quadratic)
{

@ -315,7 +315,7 @@ void Water::applyRTT()
vp->setOverlaysEnabled(false);
vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f));
vp->setShadowsEnabled(false);
// use fallback techniques without shadows and without mrt (currently not implemented for sky and terrain)
// use fallback techniques without shadows and without mrt
vp->setMaterialScheme("water_reflection");
rtt->addListener(this);
rtt->setActive(true);

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