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skylights do actually have a position. 0,0,0. so we can include those without messing with things. and we'll want to sum/count for blending purposes down the line. not render over each other
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f110158654
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4d3d800051
2 changed files with 13 additions and 7 deletions
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@ -347,7 +347,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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MatrixF probeTrans = curEntry->getTransform();
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if (!curEntry->mIsSkylight)
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//if (!curEntry->mIsSkylight)
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{
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//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
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// probeTrans.scale(curEntry->mRadius * 1.01f);
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@ -362,13 +362,13 @@ void RenderProbeMgr::render( SceneRenderState *state )
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if (effectiveProbeCount != 0)
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{
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Con::printf("Probe aligned position count: %i", probeCount);
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//Con::printf("Probe aligned position count: %i", probeCount);
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for (U32 p = 0; p < probeCount; p++)
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{
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Point3F prb = probePositions[p];
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Con::printf("Probe %i aligned position is: %g %g %g", p, prb.x, prb.y, prb.z);
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//Con::printf("Probe %i aligned position is: %g %g %g", p, prb.x, prb.y, prb.z);
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bool tasadfh = true;
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}
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