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Enable groundcover lighting for non FFP
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@ -5,6 +5,7 @@
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#include <osg/VertexAttribDivisor>
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#include <components/esm/esmreader.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include "apps/openmw/mwworld/esmstore.hpp"
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#include "apps/openmw/mwbase/environment.hpp"
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@ -271,6 +272,8 @@ namespace MWRender
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group->getOrCreateStateSet()->setAttributeAndModes(alpha.get(), osg::StateAttribute::ON);
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group->getBound();
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group->setNodeMask(Mask_Groundcover);
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if (mSceneManager->getLightingMethod() != SceneUtil::LightingMethod::FFP)
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group->setCullCallback(new SceneUtil::LightListCallback);
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mSceneManager->recreateShaders(group, "groundcover", false, true);
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return group;
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@ -160,6 +160,7 @@ Sets the internal handling of light sources.
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'legacy' is restricted to a maximum of 8 lights per object and guarantees fixed function pipeline compatible lighting.
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'default' removes the light limit via :ref:`max lights` and follows a new attenuation formula which can drastically reduce light popping and seams.
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This mode also enables vertex lighting on groundcover, which is otherwise completely disabled with 'legacy'.
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It is recommended to use this mode with older hardware, as the technique ensures a range of compatibility equal to that of 'legacy'.
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'experimental' carries all of the benefits that 'legacy' has, but uses a modern approach that allows for a higher 'max lights' count with little to no performance penalties on modern hardware.
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