if (m_step == 0x15) {
if (!ph.LightEnabled()) {
shade = 2.0f;
}
}
float divisor = ph.LightEnabled() ? 255.0f : 127.0f;
float offset = ph.LightEnabled() ? 0.5f : 1.0f;
shade += 2.0f * (float)((UINT8)(ix & 0xFF)) / divisor - offset;
if (vp_ambient == 0.0f)
shade = (float)((UINT8)(ix & 0xFF)) / 127.0f;
scd wrote:hi ian. is this fixed shading already a part of the new engine, or it will be a part of it soon?
float shade = (((ix + 128) & 0xFF) / 255.f) + offset;
float shade = (((ix + 127) & 0xFF) / 255.f) + offset;
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