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Lighting Attenuation #2471
Lighting Attenuation #2471
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@NanoByte011 Can you please review my last patch? |
ok good stuff, but there are a few tweaks I didn't have committed yet that fix other things (like Mario Tennis score and preview court), reviewing your code has motivated me to finish this off now, do you mind if I take it from here? |
@NanoByte011 you're welcome :D |
"attn"? u srs? |
- Fixes remaining lighting issues (Mario Tennis, etc) - Apply same fixes to Software Renderer - Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after)
- Refactored Light Attenuation into inline function in Software Renderer - Corrected zero length light direction vector to resolve with normal direction (essentially becomes LIGHTDIF_NONE which was what I was after) - Change the API of this shared function to use points for output variables (degasus)
I've droped my last commit as it seems to not be correct. So this PR is mostly the same as NanoByte's. His changes LGTM, so ready for merging IMO. @NanoByte011 Your next changes are welcome, but I'd like to merge this here right now. |
FifoCI detected that this change impacts graphical rendering. Here are the behavior differences detected by the system:
automated-fifoci-reporter |
Recreate of PR #2021
I've rebased and cleaned up the commit a bit, and added a last one to use the same normalization also for the other configurations.