resourceSystem->getSceneManager()->setForceShaders(Settings::Manager::getBool("force shaders","Shaders")||Settings::Manager::getBool("enable shadows","Shadows"));// Shadows have problems with fixed-function mode
// Shadows and radial fog have problems with fixed-function mode
@ -135,3 +135,14 @@ apply lighting to environment maps
Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark.
Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark.
Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option.
Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option.
Affected objects will use shaders.
Affected objects will use shaders.
radial fog
----------
:Type:boolean
:Range:True/False
:Default:False
By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen.
This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.
Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain.