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fix glLight attenuation bad values by filtering before glcall
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a344d46871
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562ecc8e3a
1 changed files with 6 additions and 6 deletions
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@ -234,9 +234,9 @@ void DeferredLightingEffect::render() {
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glLightfv(GL_LIGHT1, GL_DIFFUSE, (const GLfloat*)&light.diffuse);
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glLightfv(GL_LIGHT1, GL_SPECULAR, (const GLfloat*)&light.specular);
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glLightfv(GL_LIGHT1, GL_POSITION, (const GLfloat*)&light.position);
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glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, light.constantAttenuation);
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glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, light.linearAttenuation);
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glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, light.quadraticAttenuation);
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glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, (light.constantAttenuation > 0.f ? light.constantAttenuation : 0.f));
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glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, (light.linearAttenuation > 0.f ? light.linearAttenuation : 0.f));
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glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, (light.quadraticAttenuation > 0.f ? light.quadraticAttenuation : 0.f));
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renderFullscreenQuad();
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}
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@ -258,9 +258,9 @@ void DeferredLightingEffect::render() {
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glLightfv(GL_LIGHT1, GL_DIFFUSE, (const GLfloat*)&light.diffuse);
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glLightfv(GL_LIGHT1, GL_SPECULAR, (const GLfloat*)&light.specular);
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glLightfv(GL_LIGHT1, GL_POSITION, (const GLfloat*)&light.position);
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glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, light.constantAttenuation);
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glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, light.linearAttenuation);
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glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, light.quadraticAttenuation);
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glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, (light.constantAttenuation > 0.f ? light.constantAttenuation : 0.f));
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glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, (light.linearAttenuation > 0.f ? light.linearAttenuation : 0.f));
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glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, (light.quadraticAttenuation > 0.f ? light.quadraticAttenuation : 0.f));
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glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, (const GLfloat*)&light.direction);
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glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, light.exponent);
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glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, glm::degrees(light.cutoff));
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