Tidying up

coverity_scan^2
mrohrlach 8 years ago
parent ef5cf76ad8
commit c2e5f24e98

@ -169,7 +169,7 @@ namespace MWWorld
if (createLight)
{
// Combine colors of individual effects
// Case: magical effects (combine colors of individual effects)
osg::Vec4 lightDiffuseColor;
if (state.mIdMagic.size() > 0)
{
@ -189,14 +189,14 @@ namespace MWWorld
, lightDiffuseGreen / numberOfEffects
, lightDiffuseBlue / numberOfEffects
, 1.0f);
printf("%f, %f, %f", (lightDiffuseRed / numberOfEffects), (lightDiffuseGreen / numberOfEffects), (lightDiffuseBlue / numberOfEffects));
}
else
{
// Case: no magical effects, but still creating light
lightDiffuseColor = osg::Vec4(0.814f, 0.682f, 0.652f, 1.0f);
}
// Add magic bolt light
// Add light
osg::ref_ptr<osg::Light> projectileLight(new osg::Light);
projectileLight->setAmbient(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
projectileLight->setDiffuse(lightDiffuseColor);
@ -206,7 +206,7 @@ namespace MWWorld
projectileLight->setQuadraticAttenuation(0.f);
projectileLight->setPosition(osg::Vec4(pos, 1.0));
// Add magic bolt light source
// Add light source
SceneUtil::LightSource* projectileLightSource = new SceneUtil::LightSource;
projectileLightSource->setNodeMask(MWRender::Mask_Lighting);
projectileLightSource->setRadius(66.f);

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