Fixed light falloff exponents

This commit is contained in:
dexy
2019-12-04 02:47:20 +11:00
Unverified
parent f22826ea94
commit 21ed53e00f
3 changed files with 5 additions and 5 deletions
+1 -1
View File
@@ -1420,7 +1420,7 @@ namespace CodeWalker.Rendering
light.TangentX = new Vector4(Vector3.Normalize(light.Direction.GetPerpVec()), 0.0f);
light.TangentY = new Vector4(Vector3.Cross(light.Direction, light.TangentX.XYZ()), 0.0f);
light.Falloff = ll.falloff[i];
light.FalloffExponent = ll.falloffExponent[i];
light.FalloffExponent = Math.Max(ll.falloffExponent[i]*0.01f, 0.5f);//is this right?
light.InnerAngle = ll.coneInnerAngle[i];
light.OuterAngleOrCapExt = ll.coneOuterAngleOrCapExt[i];
var type = (LightType)((light.TimeAndStateFlags >> 26) & 7);