EMI: Check bit in mesh face flags to disable lighting
Use bit 0x20 in the mesh face flags to disable ligthing. This fixes the problem that once a previous screen is used as texture (e.g. in the intro or for the transition effects in set kab when walking eastwards or westwards), it is shown too dark due to the applied static lighting for overworld actors.
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4 changed files with 6 additions and 3 deletions
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@ -937,7 +937,7 @@ void GfxOpenGLS::drawEMIModelFace(const EMIModel* model, const EMIMeshFace* face
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mud->_shader->use();
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bool textured = face->_hasTexture && !_currentShadowArray;
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mud->_shader->setUniform("textured", textured ? GL_TRUE : GL_FALSE);
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mud->_shader->setUniform("lightsEnabled", _lightsEnabled);
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mud->_shader->setUniform("lightsEnabled", (face->_flags & EMIMeshFace::kNoLighting) ? false : _lightsEnabled);
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mud->_shader->setUniform("swapRandB", _selectedTexture->_colorFormat == BM_BGRA || _selectedTexture->_colorFormat == BM_BGR888);
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mud->_shader->setUniform("useVertexAlpha", _selectedTexture->_colorFormat == BM_BGRA);
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mud->_shader->setUniform1f("meshAlpha", (model->_meshAlphaMode == Actor::AlphaReplace) ? model->_meshAlpha : 1.0f);
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