use 512 units per luxel for sky faces (not fully finished/working yet; they still get affected by dirt)

This commit is contained in:
Jonathan 2023-02-06 17:07:46 -05:00
parent 712f413ac8
commit 11e2c02757
1 changed files with 7 additions and 2 deletions

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@ -670,8 +670,13 @@ static std::unique_ptr<lightsurf_t> Lightsurf_Init(const modelinfo_t *modelinfo,
/* Set up the surface points */
if (light_options.world_units_per_luxel.isChanged()) {
lightsurf->extents = faceextents_t(*face, *bsp, world_units_per_luxel_t{},
light_options.world_units_per_luxel.value());
if (bsp->loadversion->game->id == GAME_QUAKE_II && (Face_Texinfo(bsp, face)->flags.native & Q2_SURF_SKY)) {
lightsurf->extents = faceextents_t(*face, *bsp, world_units_per_luxel_t{},
512.f);
} else {
lightsurf->extents = faceextents_t(*face, *bsp, world_units_per_luxel_t{},
light_options.world_units_per_luxel.value());
}
} else {
lightsurf->extents = faceextents_t(*face, *bsp, lightsurf->lightmapscale);
}