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In the retail client, static WMO doodads are lit differently depending on their location in WMO groups that are exterior or interior.
Exterior group doodads are lit using standard overworld lighting
Interior group doodads are lit using an ambient color value present in the MODD entry in the WMO root file, and (likely) a special sun direction specific to interior doodads
Currently, we're lighting all WMO doodads with the same light as the overworld. This makes for some jarring doodad appearances.
In order to get WMO doodads to look right in interior groups, we should pass the color information from the MODD entry down to the doodad when the doodad is being instantiated. This information should override values in the light manager--it's not dynamic, so there's no need to involve the light manager.
Progress
Switch sun direction for M2s to use a uniform instead of a hardcoded value
Support passing in lighting overrides to M2s when instantiating
Determine approximate lighting logic to use for interior doodads (incl interior sun direction, how to blend ambient and diffuse light, etc)
The text was updated successfully, but these errors were encountered:
fallenoak
changed the title
Hook up WMO doodad lighting
Implement proper WMO doodad lighting
Jun 1, 2016
In the retail client, static WMO doodads are lit differently depending on their location in WMO groups that are exterior or interior.
Currently, we're lighting all WMO doodads with the same light as the overworld. This makes for some jarring doodad appearances.
In order to get WMO doodads to look right in interior groups, we should pass the color information from the MODD entry down to the doodad when the doodad is being instantiated. This information should override values in the light manager--it's not dynamic, so there's no need to involve the light manager.
Progress
The text was updated successfully, but these errors were encountered: