// Step 1.0 doesn't use fixed-shading at all
if (!ph.LightEnabled()) {
if (m_step == 0x15) {
shade = 1.5f; // Over-illuminates Lost World gun calibration screen, but fixes Scud Race
}
}
else {
shade = 1.0f;
}
if (ph.FixedShading() && !ph.SmoothShading()) {
if (m_step > 0x15) { // Step 2.x
if (ph.LightEnabled()) {
if (ph.TranslatorMap()) {
shade = 1.0f + (float)(INT8)(ix & 0xFF) / 255.0f;
}
else {
if (vpAmbientLight > 0.5) {
shade = 0.5f + (float)(INT8)(ix & 0xFF) / 255.0f;
}
else if (vpAmbientLight == 0) {
shade = (float)(UINT8)(ix & 0xFF) / 255.0f;
}
else {
shade = vpAmbientLight + (float)(UINT8)(ix & 0xFF) / 255.0f;
}
}
}
}
else if (m_step == 0x15) { // Step 1.5
// Model 3 Step 1.5 doesn't seem to use TranslatorMap.
if (ph.LightEnabled()) {
float factor = (float)((UINT8)(ix & 0x7F)) / 127.0f;
if (vpAmbientLight > 0.0f)
shade = 0.5 + factor;
else
shade = factor;
}
else {
shade = 2.0f;
}
}
}
p.v[j].color[0] = shade;
p.v[j].color[1] = shade;
p.v[j].color[2] = shade;
p.v[j].color[3] = 1.0f;
Ian wrote:Arcade looks like this ( really poor quality) anyone got any better caps?
Ian wrote:I guess that the min value is clamped somehow. The upper brightness doesn't seem to have increased
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