diff options
| author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-01-28 18:21:33 -0800 | 
|---|---|---|
| committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-01-28 18:21:33 -0800 | 
| commit | cf3df7968ef654ba7cafeafd463e7107b80ca07f (patch) | |
| tree | 2b5f3f1f9eda00968b0ae4073f1f12bc8c000ecc /indra | |
| parent | 73c98e1c1e3899aaae1de6bac51f9e21ea6432a1 (diff) | |
woo, dumb GL lights now match up to our dumb shader model pretty well.
next: shader model needs to grok point vs directional, shader model needs to resurrect ambient which I seem to have broken
Diffstat (limited to 'indra')
| -rw-r--r-- | indra/newview/pipeline.cpp | 8 | 
1 files changed, 4 insertions, 4 deletions
| diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index bced8a8e07..71f9ce7eb2 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4284,7 +4284,7 @@ void LLPipeline::setupAvatarLights(BOOL for_edit)  		glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 	 0.0f);  		glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f);  		glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 		 0.0f); -		glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 			 180.0f); +		glLightf (GL_LIGHT1, GL_SPOT_CUTOFF,		 180.0f);  	}  	else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)  	{ @@ -4600,12 +4600,12 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)  			{  				LLVector3 spotparams = light->getSpotLightParams();  				LLQuaternion quat = light->getRenderRotation(); -				LLVector3 at_axis(0,0,-1); // todo: verify against deferred +				LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction  				at_axis *= quat;  				llinfos << "SPOT!!!!!!! fov: " << spotparams.mV[0] << " focus: " << spotparams.mV[1] << " dir: " << at_axis << llendl;  				glLightfv(gllight, GL_SPOT_DIRECTION, at_axis.mV); -				glLightf (gllight, GL_SPOT_EXPONENT,  0.0f); // fixme - focus -				glLightf (gllight, GL_SPOT_CUTOFF,    22.0f); // fixme - fov +				glLightf (gllight, GL_SPOT_EXPONENT,  1.0f); // 1.0 = good old dot product +				glLightf (gllight, GL_SPOT_CUTOFF,    90.0f); // hemisphere  			}  			else // omnidirectional (point) light  			{ | 
