forked from mirror/openmw-tes3mp
Use TimeOfDayInterpolator for Land Fog Depth
Fixes the sudden fog jump at nightfall.
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45bf3e6788
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2 changed files with 6 additions and 6 deletions
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@ -122,8 +122,10 @@ Weather::Weather(const std::string& name,
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fallback.getFallbackColour("Weather_" + name + "_Sun_Day_Color"),
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fallback.getFallbackColour("Weather_" + name + "_Sun_Sunset_Color"),
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fallback.getFallbackColour("Weather_" + name + "_Sun_Night_Color"))
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, mLandFogDayDepth(fallback.getFallbackFloat("Weather_" + name + "_Land_Fog_Day_Depth"))
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, mLandFogNightDepth(fallback.getFallbackFloat("Weather_" + name + "_Land_Fog_Night_Depth"))
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, mLandFogDepth(fallback.getFallbackFloat("Weather_" + name + "_Land_Fog_Day_Depth"),
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fallback.getFallbackFloat("Weather_" + name + "_Land_Fog_Day_Depth"),
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fallback.getFallbackFloat("Weather_" + name + "_Land_Fog_Day_Depth"),
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fallback.getFallbackFloat("Weather_" + name + "_Land_Fog_Night_Depth"))
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, mSunDiscSunsetColor(fallback.getFallbackColour("Weather_" + name + "_Sun_Disc_Sunset_Color"))
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, mWindSpeed(fallback.getFallbackFloat("Weather_" + name + "_Wind_Speed"))
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, mCloudSpeed(fallback.getFallbackFloat("Weather_" + name + "_Cloud_Speed"))
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@ -1043,8 +1045,7 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam
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mResult.mNight = (gameHour < mSunriseTime || gameHour > mTimeSettings.mNightStart - 1);
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mResult.mFogDepth = mResult.mNight ? current.mLandFogNightDepth : current.mLandFogDayDepth;
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mResult.mFogDepth = current.mLandFogDepth.getValue(gameHour, mTimeSettings);
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mResult.mFogColor = current.mFogColor.getValue(gameHour, mTimeSettings);
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mResult.mAmbientColor = current.mAmbientColor.getValue(gameHour, mTimeSettings);
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mResult.mSunColor = current.mSunColor.getValue(gameHour, mTimeSettings);
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@ -84,8 +84,7 @@ namespace MWWorld
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TimeOfDayInterpolator<osg::Vec4f> mSunColor;
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// Fog depth/density
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float mLandFogDayDepth;
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float mLandFogNightDepth;
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TimeOfDayInterpolator<float> mLandFogDepth;
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// Color modulation for the sun itself during sunset
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osg::Vec4f mSunDiscSunsetColor;
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