Torque3D/Templates
Azaezel b31206e468 1) use surface.R(reflection vector), not surface.N(worldspace normal) so we have pov based variation on skylight reflections.
2) use lerp based on the sum contribution of probes for a given pixel as calculated by all non-skylight probes. vs the skylight probe result. (math is currently still wrong, or we wouldn't be needing to use a saturate to get skylights showing)
TODO: find out where the attenuation went for a smooth blend. probably the same thing killing unsaturated skylight display..
2019-03-03 17:27:26 -06:00
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BaseGame Merge pull request #2272 from Areloch/CoreModuleification 2018-10-12 00:39:48 -05:00
Full 1) use surface.R(reflection vector), not surface.N(worldspace normal) so we have pov based variation on skylight reflections. 2019-03-03 17:27:26 -06:00
Modules Moved VR module from core to a regular module, as not all games are necessarily going to use VR. 2018-09-19 16:03:58 -05:00