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	fixed the terrain normals - they had to be adjusted because we use Morrowind's coordinate system
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					 2 changed files with 5 additions and 3 deletions
				
			
		|  | @ -31,7 +31,7 @@ namespace MWRender | |||
|         TerrainMaterialGeneratorB::SM2Profile* matProfile = | ||||
|             static_cast<TerrainMaterialGeneratorB::SM2Profile*>(activeProfile); | ||||
| 
 | ||||
|         matProfile->setLightmapEnabled(false); // this doesn't disable the lightmap, although it should ??
 | ||||
|         matProfile->setLightmapEnabled(false); | ||||
|         matProfile->setReceiveDynamicShadowsEnabled(false); | ||||
|         matProfile->setLayerNormalMappingEnabled(false); | ||||
|         matProfile->setLayerParallaxMappingEnabled(false); | ||||
|  |  | |||
|  | @ -196,6 +196,7 @@ namespace Ogre | |||
| 		// count the texture units free
 | ||||
| 		uint8 freeTextureUnits = 16; | ||||
| 		// lightmap
 | ||||
|                 if (mLightmapEnabled) | ||||
|                         --freeTextureUnits; | ||||
| 		// normalmap
 | ||||
| 		--freeTextureUnits; | ||||
|  | @ -1019,7 +1020,8 @@ namespace Ogre | |||
| 		{ | ||||
| 			outStream <<  | ||||
| 				// global normal
 | ||||
| 				"	float3 normal = expand(tex2D(globalNormal, uv)).rgb;\n"; | ||||
| 				"	float3 normal = expand(tex2D(globalNormal, uv)).rgb;\n" | ||||
|                                 "       normal = float3(normal.x, normal.z, -normal.y); \n"; // convert Ogre to MW coordinate system
 | ||||
| 
 | ||||
| 		} | ||||
| 
 | ||||
|  |  | |||
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