use 512 units per luxel for sky faces (not fully finished/working yet; they still get affected by dirt)
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712f413ac8
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11e2c02757
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@ -670,8 +670,13 @@ static std::unique_ptr<lightsurf_t> Lightsurf_Init(const modelinfo_t *modelinfo,
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/* Set up the surface points */
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if (light_options.world_units_per_luxel.isChanged()) {
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lightsurf->extents = faceextents_t(*face, *bsp, world_units_per_luxel_t{},
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light_options.world_units_per_luxel.value());
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if (bsp->loadversion->game->id == GAME_QUAKE_II && (Face_Texinfo(bsp, face)->flags.native & Q2_SURF_SKY)) {
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lightsurf->extents = faceextents_t(*face, *bsp, world_units_per_luxel_t{},
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512.f);
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} else {
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lightsurf->extents = faceextents_t(*face, *bsp, world_units_per_luxel_t{},
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light_options.world_units_per_luxel.value());
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}
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} else {
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lightsurf->extents = faceextents_t(*face, *bsp, lightsurf->lightmapscale);
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}
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