1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-03 17:54:06 +00:00

Merge pull request #1988 from Capostrophic/light

Adjust magic light source linear attenuation (bug #3890)
This commit is contained in:
Bret Curtis 2018-10-27 17:43:48 +02:00 committed by GitHub
commit 5b26c231b8
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 11 additions and 6 deletions

View File

@ -33,6 +33,7 @@
Bug #3788: GetPCInJail and GetPCTraveling do not work as in vanilla
Bug #3836: Script fails to compile when command argument contains "\n"
Bug #3876: Landscape texture painting is misaligned
Bug #3890: Magic light source attenuation is inaccurate
Bug #3897: Have Goodbye give all choices the effects of Goodbye
Bug #3911: [macOS] Typing in the "Content List name" dialog box produces double characters
Bug #3920: RemoveSpellEffects doesn't remove constant effects

View File

@ -15,13 +15,13 @@
#include <components/debug/debuglog.hpp>
#include <components/nifosg/nifloader.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/resource/keyframemanager.hpp>
#include <components/resource/imagemanager.hpp>
#include <components/misc/constants.hpp>
#include <components/nifosg/nifloader.hpp> // KeyframeHolder
#include <components/nifosg/controller.hpp>
@ -1789,9 +1789,12 @@ namespace MWRender
}
else
{
effect += 3;
float radius = effect * 66.f;
float linearAttenuation = 0.5f / effect;
// TODO: use global attenuation settings
// 1 pt of Light magnitude corresponds to 1 foot of radius
float radius = effect * std::ceil(Constants::UnitsPerFoot);
const float linearValue = 3.f; // Currently hardcoded: unmodified Morrowind attenuation settings
float linearAttenuation = linearValue / radius;
if (!mGlowLight || linearAttenuation != mGlowLight->getLight(0)->getLinearAttenuation())
{
@ -1813,7 +1816,8 @@ namespace MWRender
mGlowLight->setLight(light);
}
mGlowLight->setRadius(radius);
// Make the obvious cut-off a bit less obvious
mGlowLight->setRadius(radius * 3);
}
}