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

This commit is contained in:
Azaezel 2019-01-08 11:16:05 -06:00
parent f110158654
commit 4d3d800051
2 changed files with 13 additions and 7 deletions

View file

@ -347,7 +347,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
MatrixF probeTrans = curEntry->getTransform();
if (!curEntry->mIsSkylight)
//if (!curEntry->mIsSkylight)
{
//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
// probeTrans.scale(curEntry->mRadius * 1.01f);
@ -362,13 +362,13 @@ void RenderProbeMgr::render( SceneRenderState *state )
if (effectiveProbeCount != 0)
{
Con::printf("Probe aligned position count: %i", probeCount);
//Con::printf("Probe aligned position count: %i", probeCount);
for (U32 p = 0; p < probeCount; p++)
{
Point3F prb = probePositions[p];
Con::printf("Probe %i aligned position is: %g %g %g", p, prb.x, prb.y, prb.z);
//Con::printf("Probe %i aligned position is: %g %g %g", p, prb.x, prb.y, prb.z);
bool tasadfh = true;
}