/** * Per-object-type lighting intensity multipliers. * * These allow fine-tuning of directional and ambient light contributions * for each object type to match Tribes 2's original appearance. * * The Torque engine uses distinctly different lighting systems for each object type: * - Terrain: Pre-baked lightmaps with directional sun dot-product calculation * - Interiors: Vertex colors or lightmaps with animated light states * - DTS Shapes: OpenGL hardware lighting with per-material flags * * Values are multipliers applied to the global Sun intensity (which is set to 1.0/1.0): * - directional: Multiplier for directional (sun) light contribution * - ambient: Multiplier for ambient light contribution (affects shadow darkness) */ export const TERRAIN_LIGHTING = { directional: 4, ambient: 1.5, }; export const INTERIOR_LIGHTING = { directional: 3, ambient: 1, }; export const SHAPE_LIGHTING = { directional: 1, ambient: 1.5, }; // Note: Water does not use lighting - Tribes 2's Phase 2 (lightmap) is disabled. // Water textures are rendered directly without scene lighting.