add white ambient to spell VFX as in Morrowind

librecast_all_the_things
cody glassman 2 years ago
parent 69319cea31
commit 8216410e7d

@ -18,6 +18,7 @@
Bug #4602: Robert's Bodies: crash inside createInstance()
Bug #4700: Editor: Incorrect command implementation
Bug #4744: Invisible particles must still be processed
Bug #4949: Incorrect particle lighting
Bug #5088: Sky abruptly changes direction during certain weather transitions
Bug #5100: Persuasion doesn't always clamp the resulting disposition
Bug #5120: Scripted object spawning updates physics system

@ -7,6 +7,7 @@
#include <osg/BlendFunc>
#include <osg/Material>
#include <osg/Switch>
#include <osg/LightModel>
#include <osgParticle/ParticleSystem>
#include <osgParticle/ParticleProcessor>
@ -372,6 +373,19 @@ namespace
private:
int mEffectId;
};
osg::ref_ptr<osg::LightModel> getVFXLightModelInstance()
{
static osg::ref_ptr<osg::LightModel> lightModel = nullptr;
if (!lightModel)
{
lightModel = new osg::LightModel;
lightModel->setAmbientIntensity({1,1,1,1});
}
return lightModel;
}
}
namespace MWRender
@ -1547,7 +1561,9 @@ namespace MWRender
parentNode->addChild(trans);
osg::ref_ptr<osg::Node> node = mResourceSystem->getSceneManager()->getInstance(model, trans);
node->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
// Morrowind has a white ambient light attached to the root VFX node of the scenegraph
node->getOrCreateStateSet()->setAttributeAndModes(getVFXLightModelInstance(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
SceneUtil::FindMaxControllerLengthVisitor findMaxLengthVisitor;
node->accept(findMaxLengthVisitor);

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