mirror of
https://github.com/ZDoom/ZDRay.git
synced 2025-02-16 16:41:41 +00:00
Temporarily disable surface lights too. Same reason as previous commit
This commit is contained in:
parent
5bb277ff31
commit
3a1cf7fc43
2 changed files with 6 additions and 20 deletions
18
README.md
18
README.md
|
@ -68,22 +68,4 @@ thing // LightProbe (light sampling point for actors)
|
|||
{
|
||||
type = 9875;
|
||||
}
|
||||
|
||||
linedef // Line emissive surface
|
||||
{
|
||||
lightcolorline = <int> (color, default: white)
|
||||
lightintensityline = <float> (default: 1)
|
||||
lightdistanceline = <float> (default: 0, no light)
|
||||
}
|
||||
|
||||
sector // Sector plane emissive surface
|
||||
{
|
||||
lightcolorfloor = <int> (color, default: white)
|
||||
lightintensityfloor = <float> (default: 1)
|
||||
lightdistancefloor = <float> (default: 0, no light)
|
||||
|
||||
lightcolorceiling = <int> (color, default: white)
|
||||
lightintensityceiling = <float> (default: 1)
|
||||
lightdistanceceiling = <float> (default: 0, no light)
|
||||
}
|
||||
</pre>
|
||||
|
|
|
@ -363,7 +363,7 @@ void FLevel::CreateLights()
|
|||
|
||||
printf("Thing lights: %i\n", (int)ThingLights.Size());
|
||||
|
||||
// add surface lights
|
||||
// add surface lights (temporarily disabled)
|
||||
for (unsigned int i = 0; i < Sides.Size(); i++)
|
||||
{
|
||||
IntSideDef *side = &Sides[i];
|
||||
|
@ -376,6 +376,7 @@ void FLevel::CreateLights()
|
|||
float lightintensity = 1.0f;
|
||||
float lightdistance = 0.0f;
|
||||
|
||||
/*
|
||||
for (unsigned int propIndex = 0; propIndex < line->props.Size(); propIndex++)
|
||||
{
|
||||
const UDMFKey &key = line->props[propIndex];
|
||||
|
@ -403,6 +404,7 @@ void FLevel::CreateLights()
|
|||
desc.rgb.z = (lightcolor & 0xff) / 255.0f;
|
||||
side->lightdef = SurfaceLights.Push(desc);
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -417,6 +419,7 @@ void FLevel::CreateLights()
|
|||
float lightintensity = 1.0f;
|
||||
float lightdistance = 0.0f;
|
||||
|
||||
/*
|
||||
for (unsigned int propIndex = 0; propIndex < sector->props.Size(); propIndex++)
|
||||
{
|
||||
const UDMFKey &key = sector->props[propIndex];
|
||||
|
@ -476,9 +479,10 @@ void FLevel::CreateLights()
|
|||
desc.rgb.z = (lightcolor & 0xff) / 255.0f;
|
||||
sector->ceilinglightdef = SurfaceLights.Push(desc);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
printf("Surface lights: %i\n", (int)SurfaceLights.Size());
|
||||
//printf("Surface lights: %i\n", (int)SurfaceLights.Size());
|
||||
}
|
||||
|
||||
vec3 FLevel::GetLightProbePosition(int index)
|
||||
|
|
Loading…
Reference in a new issue