Add lm_bounce and lm_ao to ZDRayInfo
Make vktool ignore the existing lightmap lump Ignore the lightmapper cvars in vktool
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df125c3916
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d8d1742d0a
7 changed files with 34 additions and 10 deletions
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@ -2964,7 +2964,7 @@ void MapLoader::InitLevelMesh(MapData* map)
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}
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}
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if (map->Size(ML_LIGHTMAP))
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if (map->Size(ML_LIGHTMAP) && !RunningAsTool)
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{
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// Arbitrary ZDRay limit. This will break lightmap lump loading if not enforced.
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Level->LightmapSampleDistance = std::clamp((int)Level->LightmapSampleDistance, LIGHTMAP_GLOBAL_SAMPLE_DISTANCE_MIN, LIGHTMAP_GLOBAL_SAMPLE_DISTANCE_MAX);
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@ -3025,7 +3025,7 @@ void MapLoader::InitLevelMesh(MapData* map)
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bool MapLoader::LoadLightmap(MapData* map)
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{
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if (!Level->lightmaps || !map->Size(ML_LIGHTMAP) || ignorelightmaplump)
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if (RunningAsTool || !Level->lightmaps || !map->Size(ML_LIGHTMAP) || ignorelightmaplump)
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return false;
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FileReader fr;
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@ -3205,6 +3205,8 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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Level->SunIntensity = gameinfo.defaultSunIntensity;
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Level->LightmapSampleDistance = gameinfo.defaultLightmapSampleDistance;
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Level->lightmaps = gameinfo.forceEnableLightmaps;
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Level->LightBounce = true;
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Level->AmbientOcclusion = true;
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// note: most of this ordering is important
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ForceNodeBuild = gennodes;
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