WIP of the rewrite of blend/projection to follow BSF's math approach.

This commit is contained in:
Areloch 2019-02-22 08:12:03 -06:00
parent c1bf59bf07
commit 2903aaeea0
2 changed files with 127 additions and 107 deletions

View file

@ -655,7 +655,15 @@ void RenderProbeMgr::render( SceneRenderState *state )
for (U32 i = 0; i < mEffectiveProbeCount; i++)
{
contribColors[i] = Point4F(RandomGen.randF(0, 1), RandomGen.randF(0, 1), RandomGen.randF(0, 1),1);
//we're going to cheat here a little for consistent debugging behavior. The first 3 probes will always have R G and then B for their colors, every other will be random
if (i == 0)
contribColors[i] = Point4F(1, 0, 0, 1);
else if (i == 1)
contribColors[i] = Point4F(0, 1, 0, 1);
else if (i == 2)
contribColors[i] = Point4F(0, 0, 1, 1);
else
contribColors[i] = Point4F(RandomGen.randF(0, 1), RandomGen.randF(0, 1), RandomGen.randF(0, 1),1);
}
mProbeArrayEffect->setShaderConst("$probeContribColors", contribColors);