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Draw the cab probe with all the lights of the cab
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@@ -261,10 +261,12 @@ shadows of the sun, see `headlight shadows:` in Shift+F12); with the vehicle on
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| `gfx.lights.shadows.headlights.range` | `250` | 10..1000: distance ahead of the vehicle within which things cast the shadows of its headlights, metres |
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**The probe of the cab** (`gfx.cabprobe`, OpenGL and Vulkan): two cube maps drawn from the middle of the box of the cab model,
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in the space of the cab (they stay right while the vehicle moves): the light of the cab lamp the cab reflects (with the
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shadows of the lamp) and the light of what glows in it (the lights of the desk), and the albedo of the cab. The glasses
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in the space of the cab (they stay right while the vehicle moves): the light of the lights of the cab the cab reflects (the
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lamp, or the light points of the cab model, the brightest 16 of them, each with its cone, radius and shadows) and the light
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of what glows in it, and the albedo of the cab. So a lamp aimed down lights the floor and the desk, and their light lights the
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ceiling and the rest of the cab again. The glasses
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aren't drawn, so through them the probe shows nothing. They are drawn every `gfx.cabprobe.interval` frames (for the moving
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parts and the lights of the desk) and at once when the cab or the lamp change, the six faces in one pass with the opaque
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parts and the lights of the desk) and at once when the cab or its lights change (switched, dimmed), the six faces in one pass with the opaque
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parts of the cab (as the shadow map of the lamp). The parts of the cab read them:
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- the light of the lamp the cab reflects lights the cab again (`gfx.cabprobe.bounce`, from spherical harmonics of the
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probe) in place of `gfx.lights.cab.bounce`, so the light bounces where the lamp actually lights the cab;
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