Updated the SDK with the latest code from the TF and HL2 branches.
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@@ -738,7 +738,9 @@ void ComputeIndirectLightingAtPoint( Vector &position, Vector &normal, Vector &o
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ColorRGBExp32ToVector( *pLightmap, lightmapColor );
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}
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VectorMultiply( lightmapColor, dtexdata[pTex->texdata].reflectivity, lightmapColor );
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float invLengthSqr = 1.0f / (1.0f + ((vEnd - position) * surfEnum.m_HitFrac / 128.0).LengthSqr());
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// Include falloff using invsqrlaw.
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VectorMultiply( lightmapColor, invLengthSqr * dtexdata[pTex->texdata].reflectivity, lightmapColor );
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VectorAdd( outColor, lightmapColor, outColor );
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}
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