From 1ba43909f9bf5a4854b382846c4ed7c7eb3a5b60 Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Sun, 23 Mar 2025 00:30:31 +0100 Subject: [PATCH] Lightmap ambient occlusion is now per default ENABLED for all lightmap maps (use ZDRayInfo actor to turn it off). Lightmap bounces are now per default DISABLED for all light maps (use ZDRayInfo to turn it on). The user can explicitly force either off by using the lm_ao or lm_bounce cvars. --- src/g_levellocals.h | 2 +- src/maploader/maploader.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/g_levellocals.h b/src/g_levellocals.h index 9d97e47ac..a268fbba1 100644 --- a/src/g_levellocals.h +++ b/src/g_levellocals.h @@ -475,7 +475,7 @@ public: float SunIntensity = 0.f; uint16_t LightmapSampleDistance = 0; bool LightBounce = false; - bool AmbientOcclusion = false; + bool AmbientOcclusion = true; // Portal information. FDisplacementTable Displacements; diff --git a/src/maploader/maploader.cpp b/src/maploader/maploader.cpp index e2bbbc8db..52d734dd5 100644 --- a/src/maploader/maploader.cpp +++ b/src/maploader/maploader.cpp @@ -3242,7 +3242,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position) Level->SunIntensity = gameinfo.defaultSunIntensity; Level->LightmapSampleDistance = gameinfo.defaultLightmapSampleDistance; Level->lightmaps = gameinfo.forceEnableLightmaps; - Level->LightBounce = true; + Level->LightBounce = false; Level->AmbientOcclusion = true; // note: most of this ordering is important