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virtual opengl color, overcast level based tweaks to light glare and freespot strength, precipitation based fog density adjustment, overcast level included in the light activation threshold

This commit is contained in:
tmj-fstate
2018-09-24 22:01:14 +02:00
parent 3d64d7fb9f
commit 308bea337d
10 changed files with 113 additions and 19 deletions

View File

@@ -584,7 +584,7 @@ void TAnimModel::RaPrepare()
case ls_Dark: {
// zapalone, gdy ciemno
state = (
Global.fLuminance <= (
Global.fLuminance - std::max( 0.f, Global.Overcast - 1.f ) <= (
lsLights[ i ] == static_cast<float>( ls_Dark ) ?
DefaultDarkThresholdLevel :
( lsLights[ i ] - static_cast<float>( ls_Dark ) ) ) );
@@ -594,7 +594,7 @@ void TAnimModel::RaPrepare()
// like ls_dark but off late at night
auto const simulationhour { simulation::Time.data().wHour };
state = (
Global.fLuminance <= (
Global.fLuminance - std::max( 0.f, Global.Overcast - 1.f ) <= (
lsLights[ i ] == static_cast<float>( ls_Home ) ?
DefaultDarkThresholdLevel :
( lsLights[ i ] - static_cast<float>( ls_Home ) ) ) );