diff --git a/apps/openmw/mwrender/objects.cpp b/apps/openmw/mwrender/objects.cpp index ee36126f8d..810d7af419 100644 --- a/apps/openmw/mwrender/objects.cpp +++ b/apps/openmw/mwrender/objects.cpp @@ -238,17 +238,16 @@ void Objects::insertLight (const MWWorld::Ptr& ptr, float r, float g, float b, f info.time = Ogre::Math::RangeRandom(-500, +500); info.phase = Ogre::Math::RangeRandom(-500, +500); - // adjust the lights depending if we're in an interior or exterior cell - // quadratic means the light intensity falls off quite fast, resulting in a - // dark, atmospheric environment (perfect for exteriors) - // for interiors, we want more "warm" lights, so use linear attenuation. + // changed to linear to look like morrowind bool quadratic = false; + /* if (!lightOutQuadInLin) quadratic = lightQuadratic; else { quadratic = !info.interior; } + */ if (!quadratic) { diff --git a/apps/openmw/mwrender/water.cpp b/apps/openmw/mwrender/water.cpp index 80fe547074..a16a23b26c 100644 --- a/apps/openmw/mwrender/water.cpp +++ b/apps/openmw/mwrender/water.cpp @@ -315,7 +315,7 @@ void Water::applyRTT() vp->setOverlaysEnabled(false); vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f)); vp->setShadowsEnabled(false); - // use fallback techniques without shadows and without mrt (currently not implemented for sky and terrain) + // use fallback techniques without shadows and without mrt vp->setMaterialScheme("water_reflection"); rtt->addListener(this); rtt->setActive(true);