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Changed light attenuation back to linear in all cases, this seems to be what MW does.
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2 changed files with 4 additions and 5 deletions
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@ -238,17 +238,16 @@ void Objects::insertLight (const MWWorld::Ptr& ptr, float r, float g, float b, f
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info.time = Ogre::Math::RangeRandom(-500, +500);
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info.time = Ogre::Math::RangeRandom(-500, +500);
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info.phase = Ogre::Math::RangeRandom(-500, +500);
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info.phase = Ogre::Math::RangeRandom(-500, +500);
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// adjust the lights depending if we're in an interior or exterior cell
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// changed to linear to look like morrowind
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// quadratic means the light intensity falls off quite fast, resulting in a
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// dark, atmospheric environment (perfect for exteriors)
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// for interiors, we want more "warm" lights, so use linear attenuation.
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bool quadratic = false;
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bool quadratic = false;
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/*
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if (!lightOutQuadInLin)
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if (!lightOutQuadInLin)
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quadratic = lightQuadratic;
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quadratic = lightQuadratic;
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else
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else
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{
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{
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quadratic = !info.interior;
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quadratic = !info.interior;
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}
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}
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*/
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if (!quadratic)
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if (!quadratic)
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{
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{
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@ -315,7 +315,7 @@ void Water::applyRTT()
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vp->setOverlaysEnabled(false);
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vp->setOverlaysEnabled(false);
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vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f));
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vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f));
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vp->setShadowsEnabled(false);
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vp->setShadowsEnabled(false);
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// use fallback techniques without shadows and without mrt (currently not implemented for sky and terrain)
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// use fallback techniques without shadows and without mrt
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vp->setMaterialScheme("water_reflection");
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vp->setMaterialScheme("water_reflection");
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rtt->addListener(this);
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rtt->addListener(this);
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rtt->setActive(true);
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rtt->setActive(true);
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