diff --git a/CHANGELOG.md b/CHANGELOG.md index 9d09f00b9e..3145c59da4 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -91,6 +91,7 @@ Bug #7553: Faction reaction loading is incorrect Bug #7557: Terrain::ChunkManager::createChunk is called twice for the same position, lod on initial loading Bug #7573: Drain Fatigue can't bring fatigue below zero by default + Bug #7585: Difference in interior lighting between OpenMW with legacy lighting method enabled and vanilla Morrowind Bug #7603: Scripts menu size is not updated properly Bug #7604: Goblins Grunt becomes idle once injured Bug #7609: ForceGreeting should not open dialogue for werewolves diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index 2cfcd2fd37..fa92fa1420 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -693,8 +693,9 @@ namespace MWRender osg::Vec4f diffuse = SceneUtil::colourFromRGB(cell.getMood().mDirectionalColor); setSunColour(diffuse, diffuse, 1.f); - - const osg::Vec4f interiorSunPos = osg::Vec4f(-0.15f, 0.15f, 1.f, 0.f); + // This is total nonsense but it's what Morrowind uses + static const osg::Vec4f interiorSunPos + = osg::Vec4f(-1.f, osg::DegreesToRadians(45.f), osg::DegreesToRadians(45.f), 0.f); mPostProcessor->getStateUpdater()->setSunPos(interiorSunPos, false); mSunLight->setPosition(interiorSunPos); }