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- adjust light radius to match what gzdoom does
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2 changed files with 2 additions and 2 deletions
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@ -280,7 +280,7 @@ kexVec3 kexLightmapBuilder::LightTexelSample(kexTrace &trace, const kexVec3 &ori
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continue;
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continue;
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}
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}
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float radius = tl->radius;
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float radius = tl->radius * 2.0f; // 2.0 because gzdoom's dynlights do this and we want them to match
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float intensity = tl->intensity;
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float intensity = tl->intensity;
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if(origin.DistanceSq(lightOrigin) > (radius*radius))
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if(origin.DistanceSq(lightOrigin) > (radius*radius))
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@ -414,7 +414,7 @@ bool kexLightSurface::TraceSurface(FLevel *doomMap, kexTrace &trace, const surfa
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float d = origin.Distance(center);
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float d = origin.Distance(center);
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curDist = 1.0f - d / distance;
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curDist = 1.0f - d / (distance * 2.0f); // 2.0 because gzdoom's dynlights do this and we want them to match
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if (curDist < 0.0f) curDist = 0.0f;
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if (curDist < 0.0f) curDist = 0.0f;
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if(curDist >= 1)
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if(curDist >= 1)
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