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- removed gl_lights_size and gl_lights_intensity.
Both of these were inherited from ZDoomGL and in terms of light design in maps it makes absolutely no sense to have them user configurable. They should have been removed 11 years ago.
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e7856ce1e3
commit
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8 changed files with 15 additions and 24 deletions
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@ -70,8 +70,6 @@ CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOIN
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CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_lights_checkside, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Float, gl_lights_intensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Float, gl_lights_size, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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@ -87,7 +85,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
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DVector3 pos = light->PosRelative(group);
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float dist = fabsf(p.DistToPoint(pos.X, pos.Z, pos.Y));
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float radius = (light->GetRadius() * gl_lights_size);
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float radius = (light->GetRadius());
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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@ -108,9 +106,9 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
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cs = 1.0f;
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}
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float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
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float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
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float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
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float r = light->GetRed() / 255.0f * cs;
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float g = light->GetGreen() / 255.0f * cs;
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float b = light->GetBlue() / 255.0f * cs;
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if (light->IsSubtractive())
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{
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