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Take the ambient occlusion into the lighting and add a probe of the cab
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@@ -512,6 +512,9 @@ class scene_walk
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bool m_previewing{false};
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// the last lighting of the pass placed the cab lamp among the lights: the cab is lit by it, not by an addition to the ambient light
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bool m_cablamplit{false};
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// the colour pass reads the probe of the cab (gfx::cab_probe): the light of the cab lamp the cab reflects lights it again from the
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// probe, so the ambient light keeps no share of the lamp
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bool m_cabprobelit{false};
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// the shadow pass draws the kept scenery part of the map of a lamp: no vehicles, and not the model of the lamp itself
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bool m_cubescenery{false};
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TAnimModel const *m_cubeskipinstance{nullptr};
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