Closed kirill-mapper closed 1 week ago
I noticed with the culling plane change in LightPS.hlsli, there's incorrect culling happening for most vanilla capsule lights... but also the original culling code for capsule lights doesn't seem correct at all. Are capsule lights supposed to use the culling plane?
I noticed with the culling plane change in LightPS.hlsli, there's incorrect culling happening for most vanilla capsule lights... but also the original culling code for capsule lights doesn't seem correct at all. Are capsule lights supposed to use the culling plane?
Yes. The culling problem also occurs with all other light sources, since there is no dependency with the "Use Cull Plane" flag. It is necessary to provide for the Cull plane to be displayed only when the flag is turned on, so that there is a complete match with the game
Ok, then I guess I should really make it use that flag, I didn't realise there's such a thing. I guess it's just turned off for most capsules?
Ok, then I guess I should really make it use that flag, I didn't realise there's such a thing. I guess it's just turned off for most capsules?
Well, optional. For example, on buildings with long neon lights, most capsules have a flag turned on to avoid highlighting other walls
Thanks. Do you know which flag this actually is? I guess those flags aren't documented in CodeWalker yet.
Thanks. Do you know which flag this actually is? I guess those flags aren't documented in CodeWalker yet.
Flags: 262144 - Use Cull Plane I added all the light flags to the PR, but without the numeric values in the name in the check box. This made the window more compact
Ah thanks, somehow I missed that.
Manually merged and added light culling toggle by the flag in rendering code